// HALF-LIFE SPEECH SYSTEM SENTENCES. DO NOT MODIFY THIS FILE! Max of 1023 sentences. DIE hq/hq/man_die_part4 BJ_01 hq/ambience/bj_01 MS_01 hq/ambience/ms_01 JM_01 hq/ambience/jm_01 BJ_EXEC hq/hq2/bj_exec2 MS_ESS1 hq/hq2/ms_ess1 MS_ESS2 hq/hq2/ms_ess2 MS_ESS3 hq/hq2/ms_ess3 MS_AMBI hq/hq2/amb_ms WACHE1 hq/sapience/wache1 WACHE1b hq/sapience/wache1b WACHE1c hq/sapience/wache1c SISSI1 hq/sapience/sissi1 SISSI1b hq/sapience/sissi1b WHITE1 hq/sapience/white1 WHITE2 hq/sapience/white2 WHITE3 hq/sapience/white3 WACHE2 hq/sapience/changewach1 WACHE2b hq/sapience/changewach2 PAINT1 hq/sapience/paint1 PAINT2 hq/sapience/paint2 PAINT3 hq/sapience/paint3 TRUTH1 hq/sapience/truhnmensch1 TRUTH2 hq/sapience/truhnmensch2 XMAS hq/sapience/xmasdude XMAS2 hq/sapience/xmasdude2 BJ_PAT hq/pestilence/bj // gray alien slave SLV_IDLE0 hq/grayslave/slv_word1 hq/grayslave/slv_word2 SLV_IDLE1 hq/grayslave/slv_word2 hq/grayslave/slv_word3(p95) SLV_IDLE2 hq/grayslave/slv_word3 hq/grayslave/slv_word4 SLV_IDLE3 hq/grayslave/slv_word4 hq/grayslave/slv_word5 hq/grayslave/slv_word5(p90) SLV_IDLE4 hq/grayslave/slv_word2(p110) hq/grayslave/slv_word6 hq/grayslave/slv_word7 hq/grayslave/slv_word3 SLV_IDLE5 hq/grayslave/slv_word6 hq/grayslave/slv_word7 hq/grayslave/slv_word2 SLV_IDLE6 hq/grayslave/slv_word7 hq/grayslave/slv_word8 hq/grayslave/slv_word3 SLV_IDLE7 hq/grayslave/slv_word8 hq/grayslave/slv_word1 hq/grayslave/slv_word8 hq/grayslave/slv_word8(p95) SLV_IDLE8 hq/grayslave/slv_word1(p115) hq/grayslave/slv_word6 SLV_IDLE9 hq/grayslave/slv_word3 hq/grayslave/slv_word3(p90) SLV_IDLE10 hq/grayslave/slv_word7(p85) SLV_ALERT0 hq/grayslave/(p105) hq/grayslave/slv_alert1 hq/grayslave/slv_word2 SLV_ALERT1 hq/grayslave/(p105) hq/grayslave/slv_word8 hq/grayslave/slv_word8 hq/grayslave/slv_word8 hq/grayslave/slv_alert1 SLV_ALERT2 hq/grayslave/(p105) hq/grayslave/slv_alert4 hq/grayslave/slv_word4 hq/grayslave/slv_alert3 SLV_ALERT3 hq/grayslave/(p108) hq/grayslave/slv_alert1 hq/grayslave/slv_word8 SLV_ALERT4 hq/grayslave/(p108) hq/grayslave/slv_word8(p110) hq/grayslave/slv_word8 hq/grayslave/slv_word8 SLV_ALERT5 hq/grayslave/grayslave/(p108) hq/grayslave/slv_alert4 hq/grayslave/slv_word8 hq/grayslave/slv_alert1 // HUMAN GRUNTS HG_GREN0 hgrunt/clik(p120) grenade! clik HG_GREN1 hgrunt/(t30) clik take!(e75) cover!(s5) clik HG_GREN2 hgrunt/clik clik oh! shit! clik HG_GREN3 hgrunt/(p110 t40) clik(p120) get!(e78) down!(t30) clik HG_GREN4 hgrunt/clik(p110) (t40) of!(e75) god! clik(p110) HG_GREN5 hgrunt/clik no! clik HG_GREN6 hgrunt/clik move! clik(p120) // Player Alert HG_ALERT0 hgrunt/(t30) squad!, we!(e80) got!(e80) freeman!(t20 p105), clik(p110) HG_ALERT1 hgrunt/clik(p110) target! clik HG_ALERT2 hgrunt/clik movement! clik HG_ALERT3 hgrunt/(t40) shit!(t20), (t50) we! got! hostiles!(p120 t0) clik HG_ALERT4 hgrunt/(t20) clik(p110) squad!, get!(e80) freeman!, clik(p110) clik HG_ALERT5 hgrunt/(t20) clik squad!, neutralize!(e90) freeman! clik HG_ALERT6 hgrunt/(t30) clik clik move!(e75) in! clik(p120) // Monster Alert HG_MONST0 hgrunt/clik(p110) (t50) bogies!(t0), my! sector!(t0) clik HG_MONST1 hgrunt/clik(p110) (t40) clik(p120) we!(e75) got! bogies! clik HG_MONST2 hgrunt/clik clik (t30) alien!(e85) alert! clik HG_MONST3 hgrunt/clik clik (t30) alien!(e85) movement!(t0) clik(p120) // Take cover HG_COVER0 hgrunt/clik (t30) take! cover!(t0) clik HG_COVER1 hgrunt/clik (t45) (e75) i!(e80) need!(e80) suppressing!(t20) fire!(t10) clik HG_COVER2 hgrunt/clik (t45) we! need! backup!(t10) clik HG_COVER3 hgrunt/clik(p120) (t40) two!(e75) hot!(e80) here! clik HG_COVER4 hgrunt/clik(p110) (t30) fall!(e80) out! clik clik HG_COVER5 hgrunt/clik(p120) (t20) clear! this! area! clik HG_COVER6 hgrunt/clik (t40) god! damn! clik HG_COVER7 hgrunt/clik (t40) cover!(e75) fire! clik // Throw grenade HG_THROW0 hgrunt/clik(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) clik HG_THROW1 hgrunt/clik (t30) take!(e75) this!(e100 t0) clik HG_THROW2 hgrunt/clik (t35) fire in the(e50) hole clik(p120) HG_THROW3 hgrunt/clik(p110) (t35 e80) squad, stay down clik // Taunt HG_TAUNT0 hgrunt/clik (t30 e75) uhh, we got heavy fire here clik HG_TAUNT1 hgrunt/clik(p120) (t40) roger, hold position clik HG_TAUNT2 hgrunt/clik (t40) we!(e80) will!(e75) kick!(e80) your!(e75) ass! clik HG_TAUNT3 hgrunt/clik (t40) mister, you(e75) are going down clik HG_TAUNT4 hgrunt/clik(p120) (t40) you got nothing clik HG_TAUNT5 hgrunt/clik(p110) (t40) request! backup! clik(p120) clik // Charge HG_CHARGE0 hgrunt/clik (t40) go! recon! clik(p120) HG_CHARGE1 hgrunt/clik(p110) (t40) move!(e75) in! clik HG_CHARGE2 hgrunt/clik go! clik(p120) HG_CHARGE3 hgrunt/clik lets! go! clik(p120) // Idle HG_IDLE0 hgrunt/gr_idle1 HG_IDLE1 hgrunt/gr_idle2 HG_IDLE2 hgrunt/gr_idle3 HG_QUEST0 hgrunt/clik (t25) stay(e80) alert people clik(p120) HG_QUEST1 hgrunt/clik (t30) radio(e75) check, over clik(p120) HG_QUEST2 hgrunt/clik (t20) maintain lookout clik(p120) HG_QUEST3 hgrunt/clik(p110) (t30) squad, quiet(e75) down clik(p120) HG_QUEST4 hgrunt/clik(p120) (t30) hold position, clik HG_QUEST5 hgrunt/clik(p120) (t30) sweep(e80) that sector, clik(p120) clik(p120) HG_QUEST6 hgrunt/clik(p120) (t30) uhh, go tango sweep formation clik(p120) clik(p120) HG_QUEST7 hgrunt/clik(p120) (t30) echo(e75) mission is go clik(p120) clik(p120) HG_QUEST8 hgrunt/clik(p110) (t30) fire(e75) team, weapons(e75) check ok clik(p120) clik HG_QUEST9 hgrunt/clik(p110) (t30) fire(e75) team, objective foxtrot niner clik(p120) HG_QUEST10 hgrunt/clik (t30) ok(e75) mission, zero(e75) niner clik HG_QUEST11 hgrunt/clik (t30) squad, stay(e80) alert(e80) four freeman, over clik HG_ANSWER0 hgrunt/clik(p110) (t20) uhh roger(e75) that, clik(p120) clik HG_ANSWER1 hgrunt/clik(p120) (t10) yessir clik HG_ANSWER2 hgrunt/clik(p120) (t30) affirmative, sir clik HG_ANSWER3 hgrunt/clik (t30) negative clik(p120) clik HG_ANSWER4 hgrunt/clik(p105) (t30) roger clik HG_ANSWER5 hgrunt/clik(p105) (t30) ok control clik HG_ANSWER6 hgrunt/clik(p105) (t30) that(e75) is, uhh, affirmative clik HG_CLEAR0 hgrunt/clik(p130) (t30) all(e75) clear sir, clik HG_CLEAR1 hgrunt/clik (t30) bravo(e75) post, clear clik(p120) HG_CLEAR2 hgrunt/clik(p110) (t30) delta(e75) team, clear clik(p120) HG_CLEAR3 hgrunt/clik(p110) (t40) no sign hostiles sir, over clik(p120) HG_CLEAR4 hgrunt/clik (t30) no(e80) sign objective sir, over clik(p120) HG_CLEAR5 hgrunt/clik (t30) no(e75) movement this level clik(p120) HG_CLEAR6 hgrunt/clik(p120) (t28) sir, sector secure, over clik(p120) clik(p120) HG_CLEAR7 hgrunt/clik(p120) (t30) command(e75) post, team in position, over clik HG_CLEAR8 hgrunt/clik (t30) recon, in(e75) position, all quiet clik(p120) HG_CLEAR9 hgrunt/clik(p110) (t30) lookout(e90) post, all quiet, over clik(p110) HG_CLEAR10 hgrunt/clik (t40) sir, i(e80) here(e75) something clik HG_CLEAR11 hgrunt/clik(p120) (t30) sir, uhh, zero movement, over clik HG_CLEAR12 hgrunt/clik (t30) area secure sir, over clik(p120) HG_CHECK0 hgrunt/clik (t30) ok, check(e75) in clik HG_CHECK1 hgrunt/clik(p110) (t30) squad, are(e80) hostiles clear clik(p120) HG_CHECK2 hgrunt/clik (t30) check(e80) in people clik HG_CHECK3 hgrunt/clik (t30) lookout, check(e75) in clik(p110) HG_CHECK4 hgrunt/clik (t30) recon(e90) team, check(e80) in clik HG_CHECK5 hgrunt/clik(p130) (t30) movement check, over clik HG_CHECK6 hgrunt/clik (t30) check your zone, over, clik HG_CHECK7 hgrunt/clik (t30) everything(e85) ok(e75) there, clik(p130) //narrative HG_SNOOP1A hgrunt/c2a2_hg_chat1a HG_SNOOP2A hgrunt/c2a2_hg_chat2a HG_SNOOP3A hgrunt/c2a2_hg_chat3a HG_SNOOP4A hgrunt/c2a2_hg_chat4a HG_SNOOP5A hgrunt/c2a2_hg_chat5a HG_DRAG1A hgrunt/c2a3_hg_1drag HG_DRAG2A hgrunt/c2a3_hg_2drag HG_DRAG3A hgrunt/c2a3_hg_3drag HG_DRAG4A hgrunt/c2a3_hg_4drag HG_DRAG5A hgrunt/c2a3_hg_5drag HG_DRAG6A hgrunt/c2a3_hg_laugh HG_SUCKS hgrunt/hg_sucks HG_CIVVIES hgrunt/hg_civvies BA_POK0 , BA_POK1 , BA_POK2 , BA_POK3 , // if barney can't follow you BA_STOP0 , BA_STOP1 , BA_STOP2 , SC_OK0 , SC_OK1 , SC_OK2 , SC_OK3 , SC_OK4 , SC_OK5 , SC_OK6 , SC_OK7 , SC_OK8 , SC_WAIT0 , SC_WAIT1 , SC_WAIT2 , SC_WAIT3 , SC_WAIT4 , SC_WAIT5 , SC_WAIT6 , // fail to follow player any more SC_STOP0 , SC_STOP1 , SC_STOP2 , SC_STOP3 , // player is staring at scientist SC_STARE0 , SC_STARE1 , SC_STARE2 , SC_POK0 , SC_POK1 , SC_POK2 , SC_POK3 , SC_POK4 ,