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Feb 19th, 2020
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  1. local PLUGIN = PLUGIN;
  2.  
  3.  
  4. -- Registers Civil Protection voices
  5. Clockwork.voices:RegisterGroup("Civil Protection", false, function(player)
  6. local faction = player:GetFaction();
  7.  
  8. return faction == FACTION_MPF;
  9. end);
  10.  
  11. -- Registers Overwatch voices
  12. Clockwork.voices:RegisterGroup("Overwatch", false, function(player)
  13. local faction = player:GetFaction();
  14.  
  15. return faction == FACTION_OTA;
  16. end);
  17.  
  18. -- Registers Citizen voices
  19. Clockwork.voices:RegisterGroup("Citizen", true, function(player)
  20. local faction = player:GetFaction();
  21.  
  22. return faction == FACTION_CITIZEN;
  23. end);
  24.  
  25.  
  26.  
  27. --[[ Numbers ]]--
  28.  
  29. -- Civil Protection --
  30. Clockwork.voices:Add("Civil Protection", "0", "Zero.", "npc/metropolice/vo/zero.wav");
  31. Clockwork.voices:Add("Civil Protection", "1", "One.", "npc/metropolice/vo/one.wav");
  32. Clockwork.voices:Add("Civil Protection", "2", "Two.", "npc/metropolice/vo/two.wav");
  33. Clockwork.voices:Add("Civil Protection", "3", "Three.", "npc/metropolice/vo/three.wav");
  34. Clockwork.voices:Add("Civil Protection", "4", "Four.", "npc/metropolice/vo/four.wav");
  35. Clockwork.voices:Add("Civil Protection", "5", "Five.", "npc/metropolice/vo/five.wav");
  36. Clockwork.voices:Add("Civil Protection", "6", "Six.", "npc/metropolice/vo/six.wav");
  37. Clockwork.voices:Add("Civil Protection", "7", "Seven.", "npc/metropolice/vo/seven.wav");
  38. Clockwork.voices:Add("Civil Protection", "8", "Eight.", "npc/metropolice/vo/eight.wav");
  39. Clockwork.voices:Add("Civil Protection", "9", "Nine.", "npc/metropolice/vo/nine.wav");
  40. Clockwork.voices:Add("Civil Protection", "10", "Ten.", "npc/metropolice/vo/ten.wav");
  41. Clockwork.voices:Add("Civil Protection", "11", "Eleven.", "npc/metropolice/vo/eleven.wav");
  42. Clockwork.voices:Add("Civil Protection", "12", "Twelve.", "npc/metropolice/vo/twelve.wav");
  43. Clockwork.voices:Add("Civil Protection", "13", "Thirteen.", "npc/metropolice/vo/thirteen.wav");
  44. Clockwork.voices:Add("Civil Protection", "14", "Fourteen.", "npc/metropolice/vo/fourteen.wav");
  45. Clockwork.voices:Add("Civil Protection", "15", "Fifteen.", "npc/metropolice/vo/fifteen.wav");
  46. Clockwork.voices:Add("Civil Protection", "16", "Sixteen.", "npc/metropolice/vo/sixteen.wav");
  47. Clockwork.voices:Add("Civil Protection", "17", "Seventeen.", "npc/metropolice/vo/seventeen.wav");
  48. Clockwork.voices:Add("Civil Protection", "18", "Eighteen.", "npc/metropolice/vo/eighteen.wav");
  49. Clockwork.voices:Add("Civil Protection", "19", "Nineteen.", "npc/metropolice/vo/nineteen.wav");
  50. Clockwork.voices:Add("Civil Protection", "20", "Twenty.", "npc/metropolice/vo/twenty.wav");
  51. Clockwork.voices:Add("Civil Protection", "30", "Thirty.", "npc/metropolice/vo/thirty.wav");
  52. Clockwork.voices:Add("Civil Protection", "40", "Fourty.", "npc/metropolice/vo/fourty.wav");
  53. Clockwork.voices:Add("Civil Protection", "50", "Fifty.", "npc/metropolice/vo/fifty.wav");
  54. Clockwork.voices:Add("Civil Protection", "60", "Sixty.", "npc/metropolice/vo/sixty.wav");
  55. Clockwork.voices:Add("Civil Protection", "70", "Seventy.", "npc/metropolice/vo/seventy.wav");
  56. Clockwork.voices:Add("Civil Protection", "80", "Eighty.", "npc/metropolice/vo/eighty.wav");
  57. Clockwork.voices:Add("Civil Protection", "90", "Ninety.", "npc/metropolice/vo/ninety.wav");
  58. Clockwork.voices:Add("Civil Protection", "100", "One hundred.", "npc/metropolice/vo/onehundred.wav");
  59. Clockwork.voices:Add("Civil Protection", "200", "Two hundred", "npc/metropolice/vo/twohundred.wav");
  60. Clockwork.voices:Add("Civil Protection", "300", "Three hundred", "npc/metropolice/vo/threehundred.wav");
  61.  
  62.  
  63. -- Combine Soldier --
  64. Clockwork.voices:Add("Overwatch", "0", "Zero.", "npc/combine_soldier/vo/zero.wav");
  65. Clockwork.voices:Add("Overwatch", "1", "One.", "npc/combine_soldier/vo/one.wav");
  66. Clockwork.voices:Add("Overwatch", "2", "Two.", "npc/combine_soldier/vo/two.wav");
  67. Clockwork.voices:Add("Overwatch", "3", "Three.", "npc/combine_soldier/vo/three.wav");
  68. Clockwork.voices:Add("Overwatch", "4", "Four.", "npc/combine_soldier/vo/four.wav");
  69. Clockwork.voices:Add("Overwatch", "5", "Five.", "npc/combine_soldier/vo/five.wav");
  70. Clockwork.voices:Add("Overwatch", "6", "Six.", "npc/combine_soldier/vo/six.wav");
  71. Clockwork.voices:Add("Overwatch", "7", "Seven.", "npc/combine_soldier/vo/seven.wav");
  72. Clockwork.voices:Add("Overwatch", "8", "Eight.", "npc/combine_soldier/vo/eight.wav");
  73. Clockwork.voices:Add("Overwatch", "9", "Niner.", "npc/combine_soldier/vo/niner.wav");
  74. Clockwork.voices:Add("Overwatch", "10", "Ten.", "npc/combine_soldier/vo/ten.wav");
  75. Clockwork.voices:Add("Overwatch", "11", "Eleven.", "npc/combine_soldier/vo/eleven.wav");
  76. Clockwork.voices:Add("Overwatch", "12", "Twelve.", "npc/combine_soldier/vo/twelve.wav");
  77. Clockwork.voices:Add("Overwatch", "13", "Thirteen.", "npc/combine_soldier/vo/thirteen.wav");
  78. Clockwork.voices:Add("Overwatch", "14", "Fourteen.", "npc/combine_soldier/vo/fourteen.wav");
  79. Clockwork.voices:Add("Overwatch", "15", "Fifteen.", "npc/combine_soldier/vo/fifteen.wav");
  80. Clockwork.voices:Add("Overwatch", "16", "Sixteen.", "npc/combine_soldier/vo/sixteen.wav");
  81. Clockwork.voices:Add("Overwatch", "17", "Seventeen.", "npc/combine_soldier/vo/seventeen.wav");
  82. Clockwork.voices:Add("Overwatch", "18", "Eighteen.", "npc/combine_soldier/vo/eighteen.wav");
  83. Clockwork.voices:Add("Overwatch", "19", "Nineteen.", "npc/combine_soldier/vo/nineteen.wav");
  84. Clockwork.voices:Add("Overwatch", "20", "Twenty.", "npc/combine_soldier/vo/twenty.wav");
  85. Clockwork.voices:Add("Overwatch", "30", "Thirty.", "npc/combine_soldier/vo/thirty.wav");
  86. Clockwork.voices:Add("Overwatch", "40", "Fourty.", "npc/combine_soldier/vo/fourty.wav");
  87. Clockwork.voices:Add("Overwatch", "50", "Fifty.", "npc/combine_soldier/vo/fifty.wav");
  88. Clockwork.voices:Add("Overwatch", "60", "Sixty.", "npc/combine_soldier/vo/sixty.wav");
  89. Clockwork.voices:Add("Overwatch", "70", "Seventy.", "npc/combine_soldier/vo/seventy.wav");
  90. Clockwork.voices:Add("Overwatch", "80", "Eighty.", "npc/combine_soldier/vo/eighty.wav");
  91. Clockwork.voices:Add("Overwatch", "90", "Ninety.", "npc/combine_soldier/vo/ninety.wav");
  92. Clockwork.voices:Add("Overwatch", "100", "One hundred.", "npc/combine_soldier/vo/onehundred.wav");
  93. Clockwork.voices:Add("Overwatch", "200", "Two hundred", "npc/combine_soldier/vo/twohundred.wav");
  94. Clockwork.voices:Add("Overwatch", "300", "Three hundred", "npc/combine_soldier/vo/threehundred.wav");
  95.  
  96.  
  97.  
  98.  
  99. --[[ Codes and Radio Codes ]]--
  100.  
  101. -- Combine --
  102. Clockwork.voices:Add("Combine", "10-0 HUNTING", "10-0, viscerator is hunting.", "npc/metropolice/vo/tenzerovisceratorishunting.wav");
  103. Clockwork.voices:Add("Combine", "10-2", "10-2.", "npc/metropolice/vo/ten2.wav");
  104. Clockwork.voices:Add("Combine", "10-8", "Unit is on duty, 10-8.","npc/metropolice/vo/unitisonduty10-8.wav");
  105. Clockwork.voices:Add("Combine", "10-8 STANDING BY", "10-8, standing by.","npc/metropolice/vo/unitisonduty10-8.wav");
  106. Clockwork.voices:Add("Combine", "10-14 DUTY", "Holding on 10-14 duty at code 4.", "npc/metropolice/vo/holdingon10-14duty.wav");
  107. Clockwork.voices:Add("Combine", "10-15", "Prepare for 10-15","npc/metropolice/vo/preparefor1015.wav");
  108. Clockwork.voices:Add("Combine", "10-25 SUSPECT", "Any unit, report in with 10-25 as suspect", "npc/metropolice/vo/unitreportinwith10-25suspect.wav");
  109. Clockwork.voices:Add("Combine", "10-30 RESPONDING", "I have a 10-30 at my 10-20, responding code 2.", "npc/metropolice/vo/ihave10-30my10-20responding.wav");
  110. Clockwork.voices:Add("Combine", "10-65", "Unit is 10-65.", "npc/metropolice/vo/unitis10-65.wav");
  111. Clockwork.voices:Add("Combine", "10-78", "Dispatch I need 10-78, officer in trouble!","npc/metropolice/vo/dispatchIneed10-78.wav");
  112. Clockwork.voices:Add("Combine", "10-91D", "10-91d count is..", "npc/metropolice/vo/ten91dcountis.wav");
  113. Clockwork.voices:Add("Combine", "10-97", "10-97.", "npc/metropolice/vo/ten97.wav");
  114. Clockwork.voices:Add("Combine", "10-97 GOA", "10-97, the suspect is GOA.", "npc/metropolice/vo/ten97suspectisgoa.wav");
  115. Clockwork.voices:Add("Combine", "10-99", "Officer down, I am 10-99 repeat I am 10-99!", "npc/metropolice/vo/officerdownIam10-99.wav");
  116.  
  117. Clockwork.voices:Add("Combine", "10-108", "We have a 10-108!","npc/metropolice/vo/wehavea10-108.wav");
  118.  
  119. Clockwork.voices:Add("Combine", "11-44 INBOUND", "Get that 11-44 inbound, we're cleaning up now.", "npc/metropolice/vo/get11-44inboundcleaningup.wav");
  120. Clockwork.voices:Add("Combine", "11-99", "11-99! Officer needs assistance!", "npc/metropolice/vo/11-99officerneedsassistance.wav");
  121.  
  122.  
  123. Clockwork.voices:Add("Combine", "34S", "All units BOL we have 34-S at.", "npc/metropolice/vo/allunitsbol34sat.wav");
  124. Clockwork.voices:Add("Combine", "63", "Six three, criminal trespass.", "npc/metropolice/vo/criminaltrespass63.wav");
  125. Clockwork.voices:Add("Combine", "404 ZONE", "404 Zone.", "npc/metropolice/vo/404zone.wav"); -- maybe change
  126. Clockwork.voices:Add("Combine", "408 AT LOCATION", "I've got a 408 here at location.", "npc/metropolice/vo/Ivegot408hereatlocation.wav");
  127. Clockwork.voices:Add("Combine", "415B", "Is 415-B.", "npc/metropolice/vo/is415b.wav");
  128. Clockwork.voices:Add("Combine", "603", "Six oh three, unlawful entry.", "npc/metropolice/vo/unlawfulentry603.wav");
  129.  
  130. Clockwork.voices:Add("Combine", "IS 10-108", "Is 10-108!", "npc/metropolice/vo/is10-108.wav");
  131. Clockwork.voices:Add("Combine", "MALCOMPLIANT 10-107", "Malcompliant 10-107 at my 10-20, preparing to prosecute.", "npc/metropolice/vo/malcompliant10107my1020.wav");
  132. Clockwork.voices:Add("Combine", "SUSPECT 11-6", "Suspect 11-6, my 10-20 is.", "npc/metropolice/vo/suspect11-6my1020is.wav");
  133. Clockwork.voices:Add("Combine", "UNIT IS 10-65", "Unit is 10-65.", "npc/metropolice/vo/unitis10-65.wav");
  134.  
  135.  
  136. Clockwork.voices:Add("Combine", "CODE 2", "All units, code 2.", "npc/metropolice/vo/allunitscode2.wav");
  137. Clockwork.voices:Add("Combine", "CODE 7", "Code 7.", "npc/metropolice/vo/code7.wav");
  138. Clockwork.voices:Add("Combine", "CODE 100", "Code 100.","npc/metropolice/vo/code100.wav");
  139.  
  140. Clockwork.voices:Add("Combine", "CLEAR CODE 100", "Clear and code 100.","npc/metropolice/vo/clearandcode100.wav");
  141.  
  142. Clockwork.voices:Add("Combine", "CODE 3", "Officer down, request all units code 3 to my 10-20!", "npc/metropolice/vo/officerdowncode3tomy10-20.wav");
  143. Clockwork.voices:Add("Combine", "Reinforcement Teams", "Reinforcement teams, code 3!", "npc/metropolice/vo/reinforcementteamscode3.wav");
  144.  
  145.  
  146. Clockwork.voices:Add("Combine", "HES 148", "He's gone 148.", "npc/metropolice/vo/hesgone148.wav");
  147.  
  148. Clockwork.voices:Add("Combine", "POSSIBLE 10-103", "Possible 10-103, my location, alert tag units.", "npc/metropolice/vo/possible10-103alerttagunits.wav");
  149.  
  150. Clockwork.voices:Add("Combine", "GETTING 647E", "Still getting that 647-E from local surveillance.","npc/metropolice/vo/stillgetting647e.wav");
  151. Clockwork.voices:Add("Combine", "NO 647", "Clear, no 647, no 10-107.", "npc/metropolice/vo/clearno647no10-107.wav");
  152. Clockwork.voices:Add("Combine", "PICKUP 647E", "Anyone else pickup a 647-E reading?", "npc/metropolice/vo/anyonepickup647e.wav");
  153. Clockwork.voices:Add("Combine", "POSSIBLE 647E", "Possible 647-E here, request airwatch tag.", "npc/metropolice/vo/possible647erequestairwatch.wav");
  154.  
  155. Clockwork.voices:Add("Combine", "AIRWATCH 505", "Dispatch, we need airwatch, subject is 505.", "npc/metropolice/vo/airwatchsubjectis505.wav"); -- maybe change
  156. Clockwork.voices:Add("Combine", "AIRWATCH TAG", "Got a 10-107 here, send airwatch for tag.", "npc/metropolice/vo/gota10-107sendairwatch.wav");
  157. Clockwork.voices:Add("Combine", "AIRWATCH 243", "CP we need airwatch to BOL for that 243.", "npc/metropolice/vo/cpbolforthat243.wav");
  158. Clockwork.voices:Add("Combine", "CONTACT 243", "Contact with 243 suspect. My 10-20 is..", "npc/metropolice/vo/contactwith243suspect.wav");
  159. Clockwork.voices:Add("Combine", "POSSIBLE 404", "Possible four-zero-oh here!", "npc/metropolice/vo/possible404here.wav"); -- maybe change
  160. Clockwork.voices:Add("Combine", "POSSIBLE LEVEL 3", "I have a level 3 civil privacy violator here.", "npc/metropolice/vo/level3civilprivacyviolator.wav");
  161. Clockwork.voices:Add("Combine", "SACRIFICE CODE", "All units sacrifice code 1 and maintain this CP.", "npc/metropolice/vo/sacrificecode1maintaincp.wav");
  162.  
  163.  
  164. -- Combine soldier voices
  165. Clockwork.voices:Add("Combine", "AT CODE", "Is at code.", "npc/combine_soldier/vo/isatcode.wav");
  166. Clockwork.voices:Add("Combine", "HOLDING AT CODE", "He is holding at code..", "npc/combine_soldier/vo/isholdingatcode.wav");
  167.  
  168.  
  169.  
  170. -- Dispatch Voice
  171. Clockwork.voices:Add("Combine", "27", "27; attempted crime.", "npc/overwatch/radiovoice/attemptedcrime27.wav");
  172. Clockwork.voices:Add("Combine", "51", "51; non-sanctioned arson.", "npc/overwatch/radiovoice/nonsanctionedarson51.wav");
  173. Clockwork.voices:Add("Combine", "51b", "51b; threat to property.", "npc/overwatch/radiovoice/threattoproperty51b.wav");
  174. Clockwork.voices:Add("Combine", "63", "63; criminal trespass.", "npc/overwatch/radiovoice/criminaltrespass63.wav");
  175. Clockwork.voices:Add("Combine", "69", "69; posession of resources.", "npc/overwatch/radiovoice/posession69.wav");
  176. Clockwork.voices:Add("Combine", "94WEAPON", "94; weapon.", "npc/overwatch/radiovoice/weapon94.wav");
  177. Clockwork.voices:Add("Combine", "95", "95; illegal carrying.", "npc/overwatch/radiovoice/illegalcarrying95.wav");
  178. Clockwork.voices:Add("Combine", "99", "99; reckless operation.", "npc/overwatch/radiovoice/recklessoperation99.wav");
  179. Clockwork.voices:Add("Combine", "103", "10-103m, disturbance by mentally unfit.", "npc/overwatch/radiovoice/disturbancemental10-103m.wav");
  180. Clockwork.voices:Add("Combine", "148", "148; Resisting arrest.", "npc/overwatch/radiovoice/resistingpacification148.wav");
  181. Clockwork.voices:Add("Combine", "187", "Suspect is now 187.", "npc/overwatch/radiovoice/suspectisnow187.wav");
  182. Clockwork.voices:Add("Combine", "243", "243, assault on protection team.", "npc/overwatch/radiovoice/assault243.wav");
  183. Clockwork.voices:Add("Combine", "243 suspect", "All units report status on 243 suspect.", "npc/overwatch/radiovoice/statuson243suspect.wav");
  184. Clockwork.voices:Add("Combine", "507", "507; public non-compliance.", "npc/overwatch/radiovoice/publicnoncompliance507.wav");
  185. Clockwork.voices:Add("Combine", "603", "603; unlawful entry.", "npc/overwatch/radiovoice/unlawfulentry603.wav");
  186. Clockwork.voices:Add("Combine", "BOL 243", "All units BOL for 243 suspect.", "npc/overwatch/radiovoice/allunitsbolfor243suspect.wav");
  187.  
  188. --
  189. Clockwork.voices:Add("Combine", "100 credits", "Rank leader, reminder: 100 sterilized credits qualifies non-mechanical reproduction simulation.", "npc/overwatch/radiovoice/reminder100credits.wav");
  190. Clockwork.voices:Add("Combine", "Amputation", "Immediate amputation.", "npc/overwatch/radiovoice/immediateamputation.wav");
  191. Clockwork.voices:Add("Combine", "Are Charged", "You are charged with terminal violation 148, 243, 245.", "npc/overwatch/radiovoice/youarechargedwithterminal.wav");
  192. Clockwork.voices:Add("Combine", "Begin scanning", "10-0, begin scanning.", "npc/overwatch/radiovoice/beginscanning10-0.wav");
  193. Clockwork.voices:Add("Combine", "Capital malcompliance", "Capital malcompliance.", "npc/overwatch/radiovoice/capitalmalcompliance.wav");
  194. Clockwork.voices:Add("Combine", "Charged with", "Attention, you have been charged with:", "npc/overwatch/radiovoice/attentionyouhavebeenchargedwith.wav");
  195. Clockwork.voices:Add("Combine", "Civic trust", "Violation of civic trust.", "npc/overwatch/radiovoice/violationofcivictrust.wav");
  196. Clockwork.voices:Add("Combine", "Closing", "Officer closing on suspect.", "npc/overwatch/radiovoice/officerclosingonsuspect.wav");
  197. Clockwork.voices:Add("Combine", "Complete sentencing", "All protection team units, complete sentencing at will.", "npc/overwatch/radiovoice/completesentencingatwill.wav");
  198. Clockwork.voices:Add("Combine", "Contain", "Remaining units contain.", "npc/overwatch/radiovoice/remainingunitscontain.wav");
  199. Clockwork.voices:Add("Combine", "Failure to", "Failure to comply with the civil will.", "npc/overwatch/radiovoice/failuretocomply.wav");
  200. Clockwork.voices:Add("Combine", "Final sentencing", "Prepare for final sentencing.", "npc/overwatch/radiovoice/prepareforfinalsentencing.wav");
  201. Clockwork.voices:Add("Combine", "Forward pressure", "All units apply forward pressure.", "npc/overwatch/radiovoice/allunitsapplyforwardpressure.wav");
  202. Clockwork.voices:Add("Combine", "In progress", "In progress.", "npc/overwatch/radiovoice/inprogress.wav");
  203. Clockwork.voices:Add("Combine", "Incursion", "Restricted incursion in progress.", "npc/overwatch/radiovoice/restrictedincursioninprogress.wav");
  204. Clockwork.voices:Add("Combine", "Investigate and report", "Investigate and report.", "npc/overwatch/radiovoice/investigateandreport.wav");
  205. Clockwork.voices:Add("Combine", "Judged guilty", "You are judged guilty by Civil Protection teams.", "npc/overwatch/radiovoice/youarejudgedguilty.wav");
  206. Clockwork.voices:Add("Combine", "Level 5", "Level 5 anti-civil activity.", "npc/overwatch/radiovoice/level5anticivilactivity.wav");
  207. Clockwork.voices:Add("Combine", "OffWorld", "Permanent off-world service assignment.", "npc/overwatch/radiovoice/permanentoffworld.wav");
  208. Clockwork.voices:Add("Combine", "Receive verdict", "Prepare to receive verdict.", "npc/overwatch/radiovoice/preparetoreceiveverdict.wav");
  209. Clockwork.voices:Add("Combine", "Reinforcement teams", "Reinforcement teams code 3.", "npc/overwatch/radiovoice/reinforcementteamscode3.wav");
  210. Clockwork.voices:Add("Combine", "Replacement", "Reminder: Memory replacement is the first step towards rank privileges.", "npc/overwatch/radiovoice/remindermemoryreplacement.wav");
  211. Clockwork.voices:Add("Combine", "Report on", "Local protection team units, report on..", "npc/overwatch/radiovoice/reporton.wav");
  212. Clockwork.voices:Add("Combine", "Report please", "Report please.", "npc/overwatch/radiovoice/reportplease.wav");
  213. Clockwork.voices:Add("Combine", "Respond", "Respond.", "npc/overwatch/radiovoice/respond.wav");
  214. Clockwork.voices:Add("Combine", "Reward Notice", "Reward notice, protection team member: Your family cohesion is preserved.", "npc/overwatch/radiovoice/rewardnotice.wav");
  215. Clockwork.voices:Add("Combine", "Stabilization", "Socio-stabilization restored.", "npc/overwatch/radiovoice/sociostabilizationrestored.wav");
  216. Clockwork.voices:Add("Combine", "Sterilization", "All units begin witness sterilization.", "npc/overwatch/radiovoice/allunitsbeginwhitnesssterilization.wav");
  217. Clockwork.voices:Add("Combine", "Suspend Negotiations", "Suspend negotiations.", "npc/overwatch/radiovoice/suspendnegotiations.wav");
  218. Clockwork.voices:Add("Combine", "Unrest", "Promoting communal unrest.", "npc/overwatch/radiovoice/promotingcommunalunrest.wav");
  219. Clockwork.voices:Add("Combine", "Visual", "Attention: Prepare visual download of anti-citizen one.", "npc/overwatch/radiovoice/preparevisualdownload.wav");
  220. Clockwork.voices:Add("Combine", "Unit deserviced", "Unit deserviced.", "npc/overwatch/radiovoice/unitdeserviced.wav");
  221. Clockwork.voices:Add("Combine", "Down at", "Unit down at..", "npc/overwatch/radiovoice/unitdownat.wav");
  222. Clockwork.voices:Add("Combine", "Verdict is", "Suspect is judged malignant. Verdict code is..", "npc/overwatch/radiovoice/suspectmalignantverdictcodeis.wav");
  223. Clockwork.voices:Add("Combine", "Fracture", "Social fracture in progress. Respond.", "npc/overwatch/radiovoice/socialfractureinprogress.wav");
  224. Clockwork.voices:Add("Combine", "Recalibrate", "Team, recalibrate socio-scan.", "npc/overwatch/radiovoice/recalibratesocioscan.wav");
  225. Clockwork.voices:Add("Combine", "Premature", "Premature mission termination will result in..", "npc/overwatch/radiovoice/prematuremissiontermination.wav");
  226. Clockwork.voices:Add("Combine", "Lock down", "Protection team, lock down your location. Sacrifice code..", "npc/overwatch/radiovoice/lockdownlocationsacrificecode.wav");
  227. Clockwork.voices:Add("Combine", "Leaders", "Attention stabilization team leaders: Report deserviced units to sterilized body count ratios for reinforcement reward or removal processing.", "npc/overwatch/radiovoice/leadersreportratios.wav");
  228. Clockwork.voices:Add("Combine", "Reproduction", "50% reproduction credits.", "npc/overwatch/radiovoice/halfreproductioncredits.wav");
  229. Clockwork.voices:Add("Combine", "Treat", "Stabilization team: Failure to treat identified local outbreak will foreseen recall and recycle.", "npc/overwatch/radiovoice/failuretotreatoutbreak.wav");
  230. Clockwork.voices:Add("Combine", "Populcate", "Disassociation from the civic populace.", "npc/overwatch/radiovoice/disassociationfromcivic.wav");
  231. Clockwork.voices:Add("Combine", "Destruction", "Destruction of corporal social protection units.", "npc/overwatch/radiovoice/destructionofcpt.wav");
  232. Clockwork.voices:Add("Combine", "Verdict code is", "All units: Verdict code is..", "npc/overwatch/radiovoice/allunitsverdictcodeis.wav");
  233. Clockwork.voices:Add("Combine", "Terminal", "All units deliver terminal verdict immediately.", "npc/overwatch/radiovoice/allunitsdeliverterminalverdict.wav");
  234. Clockwork.voices:Add("Combine", "All Teams Code 3", "All teams respond code 3.", "npc/overwatch/radiovoice/allteamsrespondcode3.wav");
  235. Clockwork.voices:Add("Combine", "Possible miscount", "Airwatch reports possible miscount.", "npc/overwatch/radiovoice/airwatchreportspossiblemiscount.wav");
  236. Clockwork.voices:Add("Combine", "No activity", "Airwatch copies no activity.", "npc/overwatch/radiovoice/airwatchcopiesnoactivity.wav");
  237. Clockwork.voices:Add("Combine", "Accomplices", "Protection team, be advised: Accomplices operating in area.", "npc/overwatch/radiovoice/accomplicesoperating.wav");
  238. --
  239.  
  240.  
  241.  
  242.  
  243. --[[ Callouts related ]]--
  244.  
  245. Clockwork.voices:Add("Combine", "CLASSIFY DB", "Classify subject name as DB this block ready for cleanout.", "npc/metropolice/vo/classifyasdbthisblockready.wav");
  246. Clockwork.voices:Add("Combine", "DB COUNT", "DB Count is.", "npc/metropolice/vo/dbcountis.wav");
  247. Clockwork.voices:Add("Combine", "GOT A DB", "Uh, we got a DB here, cancel that 11-42.", "npc/metropolice/vo/wegotadbherecancel10-102.wav");
  248.  
  249. Clockwork.voices:Add("Combine", "GOT HIM AGAIN", "Got him again. Suspect is 10-20 at.", "npc/metropolice/vo/gothimagainsuspect10-20at.wav");
  250. Clockwork.voices:Add("Combine", "GOT ONE ACCOMPLICE", "I got one accomplice here.", "npc/metropolice/vo/gotoneaccomplicehere.wav");
  251.  
  252. Clockwork.voices:Add("Combine", "BUGS", "Bugs.", "npc/metropolice/vo/bugs.wav");
  253. Clockwork.voices:Add("Combine", "BUGS LOOSE", "We have bugs on the loose.", "npc/metropolice/vo/bugsontheloose.wav");
  254. Clockwork.voices:Add("Combine", "FREE NECROTICS", "I have free necrotics.", "npc/metropolice/vo/freenecrotics.wav");
  255. Clockwork.voices:Add("Combine", "OUTLAND BIOTIC", "I got an outland biotic in here.", "npc/metropolice/vo/outlandbioticinhere.wav");
  256. Clockwork.voices:Add("Combine", "LOOSE PARASITICS", "Loose parasitics!", "npc/metropolice/vo/looseparasitics.wav");
  257. Clockwork.voices:Add("Combine", "NONTAGGED VIROMES", "Non-tagged viromes here", "npc/metropolice/vo/non-taggedviromeshere.wav");
  258.  
  259.  
  260.  
  261. -- Combine soldier voices
  262. Clockwork.voices:Add("Combine", "ACTIVATE CENTRAL", "Overwatch activates Central transport Stabilization Teams.", "npc/combine_soldier/vo/prison_soldier_activatecentral.wav");
  263. Clockwork.voices:Add("Combine", "BOOMERS INBOUND", "Overwatch confirm status, boomers inbound, prepare for special supression and report.", "npc/combine_soldier/vo/prison_soldier_boomersinbound.wav");
  264. Clockwork.voices:Add("Combine", "FREE PARASITES", "We have free parasites.", "npc/combine_soldier/vo/wehavefreeparasites.wav");
  265. Clockwork.voices:Add("Combine", "PARASITICS", "Call contact parasitics.", "npc/combine_soldier/vo/callcontactparasitics.wav");
  266. Clockwork.voices:Add("Combine", "SKY SHIELD LOST CONTACT", "Sky shield reports lost contact.", "npc/combine_soldier/vo/skyshieldreportslostcontact.wav"); -- maybe change
  267. Clockwork.voices:Add("Combine", "TEAM DEPLOYED", "Team is deployed and scanning.", "npc/combine_soldier/vo/teamdeployedandscanning.wav");
  268. Clockwork.voices:Add("Combine", "NONTAGGED VIROMES2", "We have non-tagged viromes.", "npc/combine_soldier/vo/wehavenontaggedviromes.wav");
  269. Clockwork.voices:Add("Combine", "REPORTING CLEAR", "Reporting clear.", "npc/combine_soldier/vo/reportingclear.wav");
  270. Clockwork.voices:Add("Combine", "SECTOR CONTROL", "Stabilization team has sector control.", "npc/combine_soldier/vo/stabilizationteamhassector.wav");
  271. Clockwork.voices:Add("Combine", "SECTOR OVERRUN", "Overwatch sector overrun, repeat sector overrun.", "npc/combine_soldier/vo/overwatchsectoroverrun.wav");
  272.  
  273.  
  274.  
  275.  
  276. --[[ Teams related ]]--
  277.  
  278. Clockwork.voices:Add("Combine", "AT LOCATION REPORT", "Protection Team is at location, reporting.", "npc/metropolice/vo/ptatlocationreport.wav");
  279. Clockwork.voices:Add("Combine", "HOLD POSITION", "Protection team, hold this position.", "npc/metropolice/vo/holdthisposition.wav");
  280. Clockwork.voices:Add("Combine", "NECROTICS2", "Necrotics.", "npc/metropolice/vo/necrotics.wav"); -- maybe change thing
  281. Clockwork.voices:Add("Combine", "PT GO AGAIN", "PT go again.", "npc/metropolice/vo/ptgoagain.wav");
  282. Clockwork.voices:Add("Combine", "REPORT STATUS", "Local CP teams report status.", "npc/metropolice/vo/localcptreportstatus.wav");
  283. Clockwork.voices:Add("Combine", "TEAM ADVANCE", "Team in position, advance.", "npc/metropolice/vo/teaminpositionadvance.wav"); -- maybe change
  284.  
  285.  
  286.  
  287. --[[ Weapons and Fights ]]--
  288.  
  289. -- Combine --
  290.  
  291. Clockwork.voices:Add("Combine", "BACK ME UP", "Back me up, I'm out!", "npc/metropolice/vo/backmeupImout.wav");
  292. Clockwork.voices:Add("Combine", "IS CLOSING", "Is closing on suspect!", "npc/metropolice/vo/isclosingonsuspect.wav");
  293. Clockwork.voices:Add("Combine", "GOING IN", "Cover me, I'm going in!", "npc/metropolice/vo/covermegoingin.wav"); -- maybe change
  294. Clockwork.voices:Add("Combine", "LOW ON", "Running low on veridcts, taking cover!", "npc/metropolice/vo/runninglowonverdicts.wav");
  295. Clockwork.voices:Add("Combine", "MOVING TO COVER", "Moving to cover!", "npc/metropolice/vo/movingtocover.wav");
  296.  
  297. Clockwork.voices:Add("Combine", "BREAK COVER", "Break his cover!", "npc/metropolice/vo/breakhiscover.wav");
  298. Clockwork.voices:Add("Combine", "EXPOSE TARGET", "Firing to expose target!", "npc/metropolice/vo/firingtoexposetarget.wav");
  299.  
  300.  
  301. Clockwork.voices:Add("Combine", "CONTACT PRIORITY 2", "Contact with a priority 2.", "npc/metropolice/vo/contactwithpriority2.wav");
  302. Clockwork.voices:Add("Combine", "NO CONTACT", "No contact.", "npc/metropolice/vo/nocontact.wav");
  303. Clockwork.voices:Add("Combine", "PRIORITY 1", "Confirm priority 1 sighted.", "npc/metropolice/vo/confirmpriority1sighted.wav");
  304. Clockwork.voices:Add("Combine", "PRIORITY 2", "I have a priority two anti-citizen here!", "npc/metropolice/vo/priority2anticitizenhere.wav"); -- maybe change
  305.  
  306.  
  307. Clockwork.voices:Add("Combine", "BLEEDING", "Suspect is bleeding from multiple wounds.", "npc/metropolice/vo/suspectisbleeding.wav");
  308. Clockwork.voices:Add("Combine", "CP OVERRUN", "CP is overrun, we have no containment!", "npc/metropolice/vo/cpisoverrunwehavenocontainment.wav");
  309. Clockwork.voices:Add("Combine", "IS DOWN", "Is down!", "npc/metropolice/vo/isdown.wav");
  310. Clockwork.voices:Add("Combine", "OUTBREAK2", "Outbreak.", "npc/metropolice/vo/outbreak.wav");
  311.  
  312.  
  313. Clockwork.voices:Add("Combine", "GRENADE", "Grenade!", "npc/metropolice/vo/grenade.wav");
  314. Clockwork.voices:Add("Combine", "A GRENADE", "That's a grenade!", "npc/metropolice/vo/thatsagrenade.wav");
  315. Clockwork.voices:Add("Combine", "UNDER FIRE", "Officer under fire, taking cover!", "npc/metropolice/vo/officerunderfiretakingcover.wav");
  316.  
  317. Clockwork.voices:Add("Combine", "TAG 10-91D", "Tag 10-91d.", "npc/metropolice/vo/tag10-91d.wav");
  318. Clockwork.voices:Add("Combine", "TAG ONE BUG", "Tag One Bug", "npc/metropolice/vo/tagonebug.wav");
  319. Clockwork.voices:Add("Combine", "TAG ONE NECROTIC", "Tag one necrotic.", "npc/metropolice/vo/tagonenecrotic.wav");
  320. Clockwork.voices:Add("Combine", "TAG ONE PARASITIC", "Tag one parasitic.", "npc/metropolice/vo/tagoneparasitic.wav");
  321.  
  322. Clockwork.voices:Add("Combine", "TAKE HIM DOWN", "Take him down!", "npc/metropolice/takedown.wav");
  323.  
  324.  
  325.  
  326. -- Combine soldier voices
  327. Clockwork.voices:Add("Combine", "BOUNCER", "Bouncer, bouncer!", "npc/combine_soldier/vo/bouncerbouncer.wav");
  328. Clockwork.voices:Add("Combine", "DISPLACE", "Displace!", "npc/combine_soldier/vo/displace.wav");
  329. Clockwork.voices:Add("Combine", "DISPLACE2", "Displace!", "npc/combine_soldier/vo/displace2.wav");
  330. Clockwork.voices:Add("Combine", "FLARE DOWN", "Flare Down!", "npc/combine_soldier/vo/flaredown.wav");
  331.  
  332. Clockwork.voices:Add("Combine", "Extractor Away", "Extractor away.", "npc/combine_soldier/vo/extractoraway.wav");
  333. Clockwork.voices:Add("Combine", "Extractor Is Live", "Extractor is live.", "npc/combine_soldier/vo/extractorislive.wav");
  334. Clockwork.voices:Add("Combine", "FLUSH", "Flush!", "npc/combine_soldier/vo/flush.wav");
  335. Clockwork.voices:Add("Combine", "READY CHARGES", "Ready charges!","npc/combine_soldier/vo/readycharges.wav");
  336. Clockwork.voices:Add("Combine", "READY EXTRACTORS", "Ready extractors.", "npc/combine_soldier/vo/readyextractors.wav");
  337. Clockwork.voices:Add("Combine", "READY WEAPONS", "Ready weapons.","npc/combine_soldier/vo/readyweapons.wav");
  338. Clockwork.voices:Add("Combine", "READY WEAPONS2", "Ready weapons, possible hostiles inbound.","npc/combine_soldier/vo/readyweaponshostilesinbound.wav");
  339. Clockwork.voices:Add("Combine", "SUPPRESSING", "Suppressing.", "npc/combine_soldier/vo/suppressing.wav");
  340. Clockwork.voices:Add("Combine", "WEAPON OFF", "Weapons off safe, prep for contact.", "npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav");
  341.  
  342. Clockwork.voices:Add("Combine", "COVER", "Cover.", "npc/combine_soldier/vo/cover.wav");
  343. Clockwork.voices:Add("Combine", "COVER2", "Cover!", "npc/combine_soldier/vo/coverhurt.wav");
  344. Clockwork.voices:Add("Combine", "COVER ME2", "Cover me.", "npc/combine_soldier/vo/coverme.wav"); -- maybe change
  345.  
  346.  
  347. Clockwork.voices:Add("Combine", "ONE DOWN", "One down.", "npc/combine_soldier/vo/onedown.wav");
  348. Clockwork.voices:Add("Combine", "ONE DUTY VACATED", "One duty vacated.", "npc/combine_soldier/vo/onedutyvacated.wav");
  349.  
  350. Clockwork.voices:Add("Combine", "FULL ACTIVE", "Full active.", "npc/combine_soldier/vo/fullactive.wav");
  351. Clockwork.voices:Add("Combine", "BODYPACK HOLDING", "Bodypack holding.", "npc/combine_soldier/vo/bodypackholding.wav");
  352. Clockwork.voices:Add("Combine", "TARGET INEFFECTIVE", "Target ineffective!", "npc/combine_soldier/vo/targetineffective.wav");
  353.  
  354.  
  355.  
  356.  
  357. --[[ Action codes ]]--
  358. Clockwork.voices:Add("Combine", "CAUTERIZE", "Cauterize.", "npc/metropolice/vo/cauterize.wav");
  359. Clockwork.voices:Add("Combine", "DOCOUMENT", "Document.", "npc/metropolice/vo/document.wav");
  360. Clockwork.voices:Add("Combine", "EXAMINE", "Examine.", "npc/metropolice/vo/examine.wav");
  361. Clockwork.voices:Add("Combine", "INTERCEDE", "Intercede.", "npc/metropolice/vo/intercede.wav");
  362. Clockwork.voices:Add("Combine", "INTERLOCK", "Interlock.", "npc/metropolice/vo/interlock.wav");
  363. Clockwork.voices:Add("Combine", "INVESTIGATE", "Investigate.", "npc/metropolice/vo/investigate.wav");
  364. Clockwork.voices:Add("Combine", "SUSPEND", "Suspend.", "npc/metropolice/vo/suspend.wav");
  365.  
  366.  
  367.  
  368.  
  369. -- [[ Terms and related ]]--
  370.  
  371. Clockwork.voices:Add("Combine", "CONVERGING", "Converging.", "npc/metropolice/vo/converging.wav");
  372. Clockwork.voices:Add("Combine", "INNOCULATE", "Innoculate.", "npc/metropolice/vo/innoculate.wav");
  373. Clockwork.voices:Add("Combine", "MALIGNANT", "Malignant.", "npc/metropolice/vo/malignant.wav");
  374. Clockwork.voices:Add("Combine", "PACIFYING", "Pacifying!","npc/metropolice/vo/pacifying.wav");
  375.  
  376. Clockwork.voices:Add("Combine", "DSIP APB", "Disp updating APB likeness.", "npc/metropolice/vo/dispupdatingapb.wav");
  377. Clockwork.voices:Add("Combine", "MATCH ON APB", "I have a match on APB likeness.", "npc/metropolice/vo/matchonapblikeness.wav");
  378. Clockwork.voices:Add("Combine", "CONFIRM ADW", "Confirmed ADW on that suspect, 10-0.", "npc/metropolice/vo/confirmadw.wav");
  379. Clockwork.voices:Add("Combine", "UTL", "UTL suspect.", "npc/metropolice/vo/utlsuspect.wav");
  380. Clockwork.voices:Add("Combine", "UTL SUSPECT", "UTL that suspect.", "npc/metropolice/vo/utlthatsuspect.wav");
  381. Clockwork.voices:Add("Combine", "UPI", "UPI.", "npc/metropolice/vo/upi.wav");
  382. Clockwork.voices:Add("Combine", "NO VISUAL ON", "No visual on UPI at this time.", "npc/metropolice/vo/novisualonupi.wav");
  383.  
  384.  
  385.  
  386. -- Combine soldier voices
  387. Clockwork.voices:Add("Combine", "PROSECUTING", "Prosecuting.", "npc/combine_soldier/vo/prosecuting.wav");
  388.  
  389. Clockwork.voices:Add("Combine", "HVT CONTAINED", "Overwatch confirm HVT contained.", "npc/combine_soldier/vo/overwatchconfirmhvtcontained.wav");
  390.  
  391.  
  392.  
  393.  
  394. -- [[ Location and related ]]--
  395.  
  396. Clockwork.voices:Add("Combine", "BLOCK", "Block.", "npc/metropolice/vo/block.wav");
  397.  
  398. Clockwork.voices:Add("Combine", "STATION BLOCK", "Station block.", "npc/metropolice/vo/stationblock.wav");
  399. Clockwork.voices:Add("Combine", "TRANSIT BLOCK", "Transit block.", "npc/metropolice/vo/transitblock.wav");
  400. Clockwork.voices:Add("Combine", "WORKFORCE INTAKE", "Workforce intake.", "npc/metropolice/vo/workforceintake.wav");
  401.  
  402. Clockwork.voices:Add("Combine", "CANAL BLOCK", "Canal block.", "npc/metropolice/vo/canalblock.wav");
  403. Clockwork.voices:Add("Combine", "DESERVICED AREA", "Deserviced area.", "npc/metropolice/vo/deservicedarea.wav");
  404. Clockwork.voices:Add("Combine", "STORM SYSTEM", "Storm system.", "npc/metropolice/vo/stormsystem.wav");
  405. Clockwork.voices:Add("Combine", "WASTE RIVER", "Waste river.", "npc/metropolice/vo/wasteriver.wav");
  406.  
  407. Clockwork.voices:Add("Combine", "INDUSTRIAL ZONE", "Industrial zone.", "npc/metropolice/vo/industrialzone.wav");
  408. Clockwork.voices:Add("Combine", "REPURPOSED", "Repurposed area.", "npc/metropolice/vo/repurposedarea.wav");
  409.  
  410. Clockwork.voices:Add("Combine", "INFESTED", "Infested zone.", "npc/metropolice/vo/infestedzone.wav");
  411. Clockwork.voices:Add("Combine", "CONDEMNED", "Condemned zone.", "npc/metropolice/vo/condemnedzone.wav");
  412. Clockwork.voices:Add("Combine", "NONPATROL", "Non-patrol region.", "npc/metropolice/vo/nonpatrolregion.wav");
  413.  
  414. Clockwork.voices:Add("Combine", "OUTLAND ZONE", "Outland zone.", "npc/metropolice/vo/outlandzone.wav");
  415.  
  416. Clockwork.voices:Add("Combine", "EXTERNAL JURISDICTION", "External jurisdiction.", "npc/metropolice/vo/externaljurisdiction.wav");
  417. Clockwork.voices:Add("Combine", "JURISDICTION", "Stabilization jurisdiction.", "npc/metropolice/vo/stabilizationjurisdiction.wav");
  418.  
  419. Clockwork.voices:Add("Combine", "DISTRIBUTION BLOCK", "Distribution block.", "npc/metropolice/vo/distributionblock.wav");
  420. Clockwork.voices:Add("Combine", "PRODUCTION BLOCK", "Production block.", "npc/metropolice/vo/productionblock.wav");
  421. Clockwork.voices:Add("Combine", "RESIDENTIAL BLOCK", "Residential Block.", "npc/metropolice/vo/residentialblock.wav");
  422.  
  423. Clockwork.voices:Add("Combine", "CONTROL SECTION", "Control section.", "npc/metropolice/vo/controlsection.wav");
  424. Clockwork.voices:Add("Combine", "HIGH PRIORITY", "High priority region.", "npc/metropolice/vo/highpriorityregion.wav");
  425. Clockwork.voices:Add("Combine", "TERMINAL RESTRICTION", "Terminal restriction zone.", "npc/metropolice/vo/terminalrestrictionzone.wav"); -- maybe change
  426.  
  427.  
  428.  
  429. Clockwork.voices:Add("Combine", "NONCITIZEN", "Non-citizen.", "npc/metropolice/vo/noncitizen.wav");
  430. Clockwork.voices:Add("Combine", "SOCIOCIDE", "Sociocide.", "npc/metropolice/vo/sociocide.wav");
  431.  
  432. Clockwork.voices:Add("Combine", "INFECTION", "Infection.", "npc/metropolice/vo/infection.wav");
  433.  
  434.  
  435.  
  436. Clockwork.voices:Add("Combine", "ASSAULT POINT SECURE", "Assault point secure. Advance.", "npc/metropolice/vo/assaultpointsecureadvance.wav");
  437. Clockwork.voices:Add("Combine", "AT CHECKPOINT", "At checkpoint.", "npc/metropolice/vo/atcheckpoint.wav");
  438. Clockwork.voices:Add("Combine", "BLOCK HOLDING COHESIVE", "Block is holding, cohesive.", "npc/metropolice/vo/blockisholdingcohesive.wav");
  439. Clockwork.voices:Add("Combine", "CHECKPOINTS", "Proceed to designated checkpoints.", "npc/metropolice/vo/proceedtocheckpoints.wav");
  440. Clockwork.voices:Add("Combine", "CP COMPROMISED", "CP is compromised. Re-establish!", "npc/metropolice/vo/cpiscompromised.wav");
  441. Clockwork.voices:Add("Combine", "DISMOUNTING HARDPOINT", "Dismounting hardpoint.", "npc/metropolice/vo/dismountinghardpoint.wav");
  442. Clockwork.voices:Add("Combine", "ESTABLISH NEW CP", "Fall out, establish a new CP.", "npc/metropolice/vo/establishnewcp.wav");
  443. Clockwork.voices:Add("Combine", "HARDPOINT PROSECUTE", "Is at hardpoint, ready to prosecute.", "npc/metropolice/vo/isathardpointreadytoprosecute.wav");
  444. Clockwork.voices:Add("Combine", "HARDPOINT SCANNING", "Hardpoint scanning.", "npc/metropolice/vo/hardpointscanning.wav");
  445. Clockwork.voices:Add("Combine", "MAINTAIN CP", "All units maintain this CP.", "npc/metropolice/vo/allunitsmaintainthiscp.wav");
  446. Clockwork.voices:Add("Combine", "MOVING TO HARDPOINT", "Moving to hardpoint!", "npc/metropolice/vo/movingtohardpoint2.wav");
  447. Clockwork.voices:Add("Combine", "POSITION AT HARDPOINT", "In position at hardpoint.", "npc/metropolice/vo/inpositionathardpoint.wav");
  448. Clockwork.voices:Add("Combine", "SWEEPING SUSPECT", "Sweeping for suspect.", "npc/metropolice/vo/sweepingforsuspect.wav"); -- maybe change
  449.  
  450.  
  451.  
  452.  
  453. -- Combine Soldier voices
  454. Clockwork.voices:Add("Combine", "INFESTATION ZONE", "We are in an infestation zone.","npc/combine_soldier/vo/weareinaninfestationzone.wav");
  455.  
  456. Clockwork.voices:Add("Combine", "NOT SECURE", "Sector is not secure.", "npc/combine_soldier/vo/sectorisnotsecure.wav");
  457. Clockwork.voices:Add("Combine", "SECTOR SECURED", "Sector is Secured, no viscon.","npc/combine_soldier/vo/sectorissecurenovison.wav");
  458.  
  459.  
  460.  
  461. -- Civil Protection --
  462. Clockwork.voices:Add("Civil Protection", "FREEMAN", "Freeman.", "npc/metropolice/vo/freeman.wav");
  463.  
  464.  
  465. -- Combine soldier --
  466. Clockwork.voices:Add("Overwatch", "FREEMAN", "Freeman.", "npc/combine_soldier/vo/freeman3.wav");
  467.  
  468.  
  469.  
  470.  
  471. --[[ Others ]]--
  472.  
  473. -- Combine --
  474.  
  475. Clockwork.voices:Add("Combine", "AFFIRMATIVE2", "Affirmative.", "npc/metropolice/vo/affirmative2.wav");
  476. Clockwork.voices:Add("Combine", "RESPONDING", "Responding.", "npc/metropolice/vo/responding2.wav");
  477.  
  478.  
  479. Clockwork.voices:Add("Combine", "BACK OFF", "Back off!", "vo/trainyard/ba_backoff.wav");
  480. Clockwork.voices:Add("Combine", "BACK UP", "Back up.", "vo/trainyard/ba_backup.wav");
  481. Clockwork.voices:Add("Combine", "COME WITH ME", "You, citizen, come with me.", "vo/trainyard/ba_youcomewith.wav");
  482. Clockwork.voices:Add("Combine", "GET AGAINST WALL", "Get against the wall.", "vo/trainyard/ba_againstwall.wav");
  483. Clockwork.voices:Add("Combine", "GET AWAY THERE", "Get away from there!", "vo/trainyard/ba_awayfrom.wav");
  484. Clockwork.voices:Add("Combine", "GET UP HERE", "Get up here!", "vo/trainyard/ba_uphere.wav");
  485. Clockwork.voices:Add("Combine", "GET UP THERE", "Get up there.", "vo/trainyard/ba_getupthere.wav");
  486. Clockwork.voices:Add("Combine", "GO ON UP", "Go on up.", "vo/trainyard/ba_goonup.wav");
  487. Clockwork.voices:Add("Combine", "I SAID MOVE", "I said move!", "vo/trainyard/ba_move01.wav");
  488. Clockwork.voices:Add("Combine", "IN HERE", "In here, let's go.", "vo/trainyard/ba_inhere.wav");
  489. Clockwork.voices:Add("Combine", "KEEP MOVING2", "Keep moving!", "vo/trainyard/ba_keepmoving.wav");
  490. Clockwork.voices:Add("Combine", "MOVE2", "Move!", "vo/trainyard/ba_move.wav");
  491. Clockwork.voices:Add("Combine", "NO IM GOOD", "No, I'm good.", "vo/trainyard/ba_noimgood.wav");
  492. Clockwork.voices:Add("Combine", "NOT IN THERE", "Not in there.", "vo/trainyard/ba_notthere.wav");
  493. Clockwork.voices:Add("Combine", "NOW1", "Now!", "vo/trainyard/ba_thatbeer01.wav");
  494. Clockwork.voices:Add("Combine", "OUT OF WAY", "Out of the way!", "vo/trainyard/ba_outofway.wav");
  495. Clockwork.voices:Add("Combine", "OVER HERE", "Over here", "vo/trainyard/ba_overhere.wav");
  496. Clockwork.voices:Add("Combine", "PRIVACY", "Yeah. I'm gonna need some privacy for this.", "vo/trainyard/ba_privacy.wav");
  497. Clockwork.voices:Add("Combine", "THATS IT", "Yeah, that's it.", "vo/trainyard/ba_thatsit.wav");
  498.  
  499.  
  500. Clockwork.voices:Add("Combine", "CITIZEN SUMMONED", "Reporting citizen summoned to voluntary conscription for general service public detail T94-322.", "npc/metropolice/vo/citizensummoned.wav");
  501. Clockwork.voices:Add("Combine", "LOYALTY CHECK", "Uh, roger that, we'll run standard loyalty check procedure 243, my 10-22 intake station, over.", "npc/metropolice/vo/standardloyaltycheck.wav");
  502. Clockwork.voices:Add("Combine", "LOYALTY CHECK FAILURE", "Oh, I have a failure to comply with loyalty check, tag is possible 10-103m.", "npc/metropolice/vo/loyaltycheckfailure.wav");
  503. Clockwork.voices:Add("Combine", "NEED ANY HELP", "Need any help with this one?", "npc/metropolice/vo/needanyhelpwiththisone.wav");
  504.  
  505. Clockwork.voices:Add("Combine", "ACQUIRING", "Acquiring on visual.", "npc/metropolice/vo/acquiringonvisual.wav");
  506. Clockwork.voices:Add("Combine", "ARREST POSITIONS", "All units move to arrest positions.","npc/metropolice/vo/movetoarrestpositions.wav");
  507. Clockwork.voices:Add("Combine", "BLIP", "Catch that blip on the stabilization readout?","npc/metropolice/vo/catchthatbliponstabilization.wav");
  508. Clockwork.voices:Add("Combine", "CHECK MISCOUNT", "Check for miscount.", "npc/metropolice/vo/checkformiscount.wav");
  509. Clockwork.voices:Add("Combine", "CLOSE ON SUSPECT", "All units, close on suspect.","npc/metropolice/vo/allunitscloseonsuspect.wav");
  510. Clockwork.voices:Add("Combine", "DESIGNATE SUSPECT", "Designate suspect as.", "npc/metropolice/vo/designatesuspectas.wav");
  511. Clockwork.voices:Add("Combine", "IS PASSIVE", "Is Passive.", "npc/metropolice/vo/ispassive.wav");
  512. Clockwork.voices:Add("Combine", "LAST SEEN AT", "Hiding, last seen at range..", "npc/metropolice/vo/hidinglastseenatrange.wav");
  513. Clockwork.voices:Add("Combine", "POSITION TO CONTAIN", "Position to contain.", "npc/metropolice/vo/positiontocontain.wav");
  514. Clockwork.voices:Add("Combine", "PREPARING TO JUDGE", "Preparing to judge a 10-107, be advised.", "npc/metropolice/vo/preparingtojudge10-107.wav");
  515. Clockwork.voices:Add("Combine", "PROSECUTE MALCOMPLIANT", "Ready to prosecute malcompliant citizen final warning issued!","npc/metropolice/vo/readytoprosecutefinalwarning.wav");
  516. Clockwork.voices:Add("Combine", "SHOTS FIRED", "Shots fired, hostile malignants here.", "npc/metropolice/vo/shotsfiredhostilemalignants.wav");
  517. Clockwork.voices:Add("Combine", "SUBJECT", "Subject.", "npc/metropolice/vo/subject.wav");
  518. Clockwork.voices:Add("Combine", "SUBJECT HIGH SPEED", "All units be advised, subject is now high speed.", "npc/metropolice/vo/subjectisnowhighspeed.wav");
  519. Clockwork.voices:Add("Combine", "SUSPECT INCURSION", "Disp reports, suspect incursion at location.", "npc/metropolice/vo/dispreportssuspectincursion.wav");
  520. Clockwork.voices:Add("Combine", "SUBJECT MOVED TO", "Suspect has moved now to.", "npc/metropolice/vo/supsecthasmovednowto.wav"); -- maybe change
  521. Clockwork.voices:Add("Combine", "TAKE A LOOK", "Going to take a look!", "npc/metropolice/vo/goingtotakealook.wav");
  522. Clockwork.voices:Add("Combine", "THERE HE GOES", "There he goes, he's at.", "npc/metropolice/vo/therehegoeshesat.wav");
  523. Clockwork.voices:Add("Combine", "THERE HE IS", "There he is!", "npc/metropolice/vo/thereheis.wav");
  524.  
  525.  
  526.  
  527.  
  528. Clockwork.voices:Add("Combine", "HOLD", "Hold it.", "npc/metropolice/vo/holdit.wav");
  529. Clockwork.voices:Add("Combine", "MOVE ALONG2.", "Move along.", "npc/metropolice/vo/movealong.wav");
  530. Clockwork.voices:Add("Combine", "MOVE IT2", "Move it!", "npc/metropolice/vo/moveit.wav");
  531. Clockwork.voices:Add("Combine", "SECOND WARNING GIVEN", "Second warning given.", "npc/metropolice/vo/secondwarning.wav");
  532.  
  533. Clockwork.voices:Add("Combine", "CP ESTABLISH", "CP we need to establish a perimeter at.", "npc/metropolice/vo/cpweneedtoestablishaperimeterat.wav");
  534. Clockwork.voices:Add("Combine", "IN POSITION", "In position.", "npc/metropolice/vo/inposition.wav");
  535. Clockwork.voices:Add("Combine", "IN POSITION READY", "In position, one ready.", "npc/metropolice/vo/inpositiononeready.wav");
  536. Clockwork.voices:Add("Combine", "INVESTIGATING 10-103", "Investigating 10-103.", "npc/metropolice/vo/investigating10-103.wav");
  537. Clockwork.voices:Add("Combine", "IS GO", "Is go.", "npc/metropolice/vo/isgo.wav");
  538. Clockwork.voices:Add("Combine", "IS MOVING", "Is moving in.", "npc/metropolice/vo/ismovingin.wav");
  539. Clockwork.voices:Add("Combine", "IS READY TO GO", "Is ready to go.", "npc/metropolice/vo/isreadytogo.wav");
  540. Clockwork.voices:Add("Combine", "GO ACTIVE", "Go active intercept.", "npc/combine_soldier/vo/goactiveintercept.wav");
  541. Clockwork.voices:Add("Combine", "POSSIBLE ACCOMPLICE", "Report sightings of possible accomplice.", "npc/metropolice/vo/reportsightingsaccomplices.wav");
  542. Clockwork.voices:Add("Combine", "READY JUDGE", "Ready to judge.", "npc/metropolice/vo/readytojudge.wav");
  543. Clockwork.voices:Add("Combine", "READY PROSECUTE", "Ready to prosecute.", "npc/metropolice/vo/readytoprosecute.wav");
  544. Clockwork.voices:Add("Combine", "REPORT IN", "CP requests all units, uhh, location report in.", "npc/metropolice/vo/cprequestsallunitsreportin.wav");
  545. Clockwork.voices:Add("Combine", "REPORT LOCATION", "All units report location of suspect.", "npc/metropolice/vo/allunitsreportlocationsuspect.wav");
  546.  
  547.  
  548. Clockwork.voices:Add("Combine", "REQUEST SECONDARY VISCERATOR", "Request secondary viscerator, primary is in cap.", "npc/metropolice/vo/requestsecondaryviscerator.wav");
  549. Clockwork.voices:Add("Combine", "ROUGE VISCERATOR", "Look out, rogue viscerator!", "npc/metropolice/vo/lookoutrogueviscerator.wav");
  550. Clockwork.voices:Add("Combine", "VISCERATOR DEPLOYED", "Viscerator deployed.", "npc/metropolice/vo/visceratordeployed.wav");
  551. Clockwork.voices:Add("Combine", "VISCERATOR OC", "Viscerator is OC!", "npc/metropolice/vo/visceratorisoc.wav");
  552. Clockwork.voices:Add("Combine", "VISCERATOR OFF GRID", "Viscerator is off grid", "npc/metropolice/vo/visceratorisoffgrid.wav");
  553.  
  554.  
  555. Clockwork.voices:Add("Combine", "CONTROL 100", "Control is 100 percent this location. No sign of that 647-E.", "npc/metropolice/vo/control100percent.wav");
  556.  
  557.  
  558.  
  559. Clockwork.voices:Add("Combine", "SURPRISE1", "What the?", "npc/metropolice/surprise1.wav");
  560. Clockwork.voices:Add("Combine", "SURPRISE2", "Huh?", "npc/metropolice/surprise2.wav");
  561. Clockwork.voices:Add("Combine", "SURPRISE3", "What the?", "npc/metropolice/surprise3.wav");
  562. Clockwork.voices:Add("Combine", "SURPRISE4", "What the hell?", "npc/metropolice/surprise4.wav");
  563.  
  564. Clockwork.voices:Add("Civil Protection", "PAIN1", "Ugh!", "npc/metropolice/pain1.wav");
  565. Clockwork.voices:Add("Civil Protection", "PAIN2", "Uagh!", "npc/metropolice/pain2.wav");
  566. Clockwork.voices:Add("Civil Protection", "PAIN3", "Augh!", "npc/metropolice/pain3.wav");
  567. Clockwork.voices:Add("Civil Protection", "PAIN4", "Agh!", "npc/metropolice/pain4.wav");
  568.  
  569.  
  570. Clockwork.voices:Add("Combine", "CANAL", "Canal.", "npc/metropolice/vo/canal.wav");
  571. Clockwork.voices:Add("Combine", "EXPIRED", "Expired.", "npc/metropolice/vo/expired.wav");
  572. Clockwork.voices:Add("Combine", "LINE", "Line.", "npc/metropolice/vo/line.wav");
  573. Clockwork.voices:Add("Combine", "NINER", "Niner.", "npc/combine_soldier/vo/niner.wav"); -- maybe change thing
  574.  
  575.  
  576. Clockwork.voices:Add("Combine", "DEFENDER", "Defender.", "npc/metropolice/vo/defender.wav");
  577. Clockwork.voices:Add("Combine", "HERO", "Hero.", "npc/metropolice/vo/hero.wav");
  578. Clockwork.voices:Add("Combine", "TAP", "Tap.", "npc/metropolice/vo/tap.wav");
  579. Clockwork.voices:Add("Combine", "QUICK", "Quick.", "npc/metropolice/vo/quick.wav");
  580. Clockwork.voices:Add("Combine", "ROLLER", "Roller.", "npc/metropolice/vo/roller.wav");
  581. Clockwork.voices:Add("Combine", "STICK", "Stick.", "npc/metropolice/vo/stick.wav");
  582. Clockwork.voices:Add("Combine", "YELLOW", "Yellow.", "npc/metropolice/vo/yellow.wav");
  583.  
  584.  
  585.  
  586.  
  587. -- Combine soldier voices others
  588. Clockwork.voices:Add("Combine", "ALERT 1", "Alert 1.", "npc/combine_soldier/vo/alert1.wav");
  589. Clockwork.voices:Add("Combine", "CLOSING", "Closing.", "npc/combine_soldier/vo/closing.wav");
  590. Clockwork.voices:Add("Combine", "CLOSING2", "Closing.", "npc/combine_soldier/vo/closing2.wav");
  591. Clockwork.voices:Add("Combine", "CONFIRM SECTOR NOT STERILE", "Confirm sector not sterile.", "npc/combine_soldier/vo/confirmsectornotsterile.wav");
  592. Clockwork.voices:Add("Combine", "CONTACT", "Contact.", "npc/combine_soldier/vo/contact.wav");
  593. Clockwork.voices:Add("Combine", "CONTACT CONFIRM", "Contact confirm.", "npc/combine_soldier/vo/contactconfim.wav");
  594. Clockwork.voices:Add("Combine", "CONTACT CONFIRM2", "Contact confirmed, prosecuting.","npc/combine_soldier/vo/contactconfirmprosecuting.wav");
  595. Clockwork.voices:Add("Combine", "CONTAINMENT PROCEEDING", "Containment proceeding.", "npc/combine_soldier/vo/containmentproceeding.wav");
  596. Clockwork.voices:Add("Combine", "DESIGNATE TARGET", "Designate target as.", "npc/combine_soldier/vo/designatetargetas.wav");
  597. Clockwork.voices:Add("Combine", "FIX SIGHT LINES", "Fix sight lines, move in!", "npc/combine_soldier/vo/fixsightlinesmovein.wav");
  598. Clockwork.voices:Add("Combine", "MOTION CHECK", "Motion check all radials.", "npc/combine_soldier/vo/motioncheckallradials.wav");
  599. Clockwork.voices:Add("Combine", "STORM RUNOFF", "All units, suspect is in storm runoff system at.", "npc/metropolice/vo/suspectinstormrunoff.wav");
  600. Clockwork.voices:Add("Combine", "TARGET MY RADIAL", "Target my radial.", "npc/combine_soldier/vo/targetmyradial.wav");
  601. Clockwork.voices:Add("Combine", "UNIT CLOSING", "Unit is closing.", "npc/combine_soldier/vo/unitisclosing.wav");
  602. Clockwork.voices:Add("Combine", "UNIT INBOUND", "Unit is inbound.", "npc/combine_soldier/vo/unitisinbound.wav");
  603. Clockwork.voices:Add("Combine", "UNIT MOVING IN", "Unit is moving in.", "npc/combine_soldier/vo/unitismovingin.wav");
  604. Clockwork.voices:Add("Combine", "UP THERE", "He's up there!", "npc/metropolice/vo/hesupthere.wav");
  605.  
  606.  
  607. Clockwork.voices:Add("Combine", "CONTAINED", "Contained.", "npc/combine_soldier/vo/contained.wav");
  608. Clockwork.voices:Add("Combine", "FIELD PROMOTED", "Is field promoted to leader 1 holding.", "npc/combine_soldier/vo/isfieldpromoted.wav");
  609. Clockwork.voices:Add("Combine", "FINAL BACKUP", "He is final team unit to push Backup.", "npc/combine_soldier/vo/isfinalteamunitbackup.wav");
  610. Clockwork.voices:Add("Combine", "INFECTED", "Infected.", "npc/combine_soldier/vo/infected.wav");
  611. Clockwork.voices:Add("Combine", "HOTPOINT", "Call hot point.", "npc/combine_soldier/vo/callhotpoint.wav");
  612. Clockwork.voices:Add("Combine", "ONE CONTAINED", "One Contained.", "npc/combine_soldier/vo/onecontained.wav");
  613. Clockwork.voices:Add("Combine", "NO MOVEMENT", "Has negative movement.", "npc/combine_soldier/vo/hasnegativemovement.wav");
  614. Clockwork.voices:Add("Combine", "NO VISCON", "No viscon.", "npc/combine_soldier/vo/noviscon.wav");
  615. Clockwork.voices:Add("Combine", "POSITIONS CLEAR", "Report all positions clear.", "npc/combine_soldier/vo/reportallpositionsclear.wav");
  616. Clockwork.voices:Add("Combine", "POSSIBLE HOSTILES", "Overwatch report responsible hostiles, inbound.", "npc/combine_soldier/vo/overwatchreportspossiblehostiles.wav");
  617. Clockwork.voices:Add("Combine", "PREP CONTACT", "Prep for contact, report in!", "npc/combine_soldier/vo/prepforcontact.wav");
  618. Clockwork.voices:Add("Combine", "REPORT ALL RADIALS", "Report all radials free.", "npc/combine_soldier/vo/reportallradialsfree.wav");
  619. Clockwork.voices:Add("Combine", "SECURE", "Secure.", "npc/combine_soldier/vo/secure.wav");
  620. Clockwork.voices:Add("Combine", "SIGHT LINE CLEAR", "Sight line is clear.", "npc/combine_soldier/vo/sightlineisclear.wav");
  621. Clockwork.voices:Add("Combine", "STAY ALERT", "Stay alert.", "npc/combine_soldier/vo/stayalert.wav");
  622. Clockwork.voices:Add("Combine", "STAY ALERT2", "Stay alert, report sight lines.","npc/combine_soldier/vo/stayalertreportsightlines.wav");
  623. Clockwork.voices:Add("Combine", "SWARM OUTBREAK", "Swarm outbreak in sector", "npc/combine_soldier/vo/noviscon.wav");
  624. Clockwork.voices:Add("Combine", "SWEEPING IN", "Sweeping in.", "npc/combine_soldier/vo/sweepingin.wav");
  625. Clockwork.voices:Add("Combine", "STABILIZATION TEAM HOLDING", "Stabilization team holding in position.", "npc/combine_soldier/vo/stabilizationteamholding.wav"); -- maybe change
  626. Clockwork.voices:Add("Combine", "STANDING BY", "Standing by.", "npc/combine_soldier/vo/standingby].wav");
  627. Clockwork.voices:Add("Combine", "TEAM DOWN", "Overwatch team is down, sector is not controlled.", "npc/combine_soldier/vo/overwatchteamisdown.wav");
  628. Clockwork.voices:Add("Combine", "TARGET", "Target.", "npc/combine_soldier/vo/target.wav");
  629. Clockwork.voices:Add("Combine", "TARGET 1", "Call contact suspect target 1.", "npc/combine_soldier/vo/callcontacttarget1.wav");
  630. Clockwork.voices:Add("Combine", "TARGET BLACKOUT", "Target Blackout, sweep to resume.", "npc/combine_soldier/vo/targetblackout.wav");
  631. Clockwork.voices:Add("Combine", "TARGET COMPROMISED", "Target compromised, move in, move in!", "npc/combine_soldier/vo/targetcompromisedmovein.wav");
  632. Clockwork.voices:Add("Combine", "TARGET CONTACT AT", "Target contact at.", "npc/combine_soldier/vo/targetcontactat.wav");
  633. Clockwork.voices:Add("Combine", "TARGET CONTAINED", "Overwatch, target contained.", "npc/combine_soldier/vo/overwatchtargetcontained.wav");
  634. Clockwork.voices:Add("Combine", "TARGET IS AT", "Target is at...", "npc/combine_soldier/vo/targetisat.wav");
  635. Clockwork.voices:Add("Combine", "TARGET ONE", "Target one.", "npc/combine_soldier/vo/targetone.wav");
  636. Clockwork.voices:Add("Combine", "TARGET STERILIZED", "Overwatch target one sterilized.", "npc/combine_soldier/vo/overwatchtarget1sterilized.wav");
  637. Clockwork.voices:Add("Combine", "VISCON", "Viscon.", "npc/combine_soldier/vo/viscon.wav");
  638. Clockwork.voices:Add("Combine", "VISUAL EXOGENS", "Visual exogens!", "npc/combine_soldier/vo/visualonexogens.wav");
  639.  
  640.  
  641. Clockwork.voices:Add("Combine", "ORDERS STIMBOOST", "Overwatch orders 3cc stimboost.", "npc/combine_soldier/vo/ovewatchorders3ccstimboost.wav");
  642. Clockwork.voices:Add("Combine", "REQUEST SKYSHIELD", "Overwatch request sky shield.", "npc/combine_soldier/vo/overwatchrequestskyshield.wav");
  643. Clockwork.voices:Add("Combine", "REQUEST MEDICAL", "Request medical!","npc/combine_soldier/vo/requestmedical.wav");
  644. Clockwork.voices:Add("Combine", "REQUEST STIMDOSE", "Request stimdose!", "npc/combine_soldier/vo/requeststimdose.wav");
  645. Clockwork.voices:Add("Combine", "REQUEST REINFORCEMENT", "Overwatch request reinforcement.", "npc/combine_soldier/vo/overwatchrequestreinforcement.wav");
  646. Clockwork.voices:Add("Combine", "REQUEST RESERVE ACTIVATION", "Overwatch request reserve activation.", "npc/combine_soldier/vo/overwatchrequestreserveactivation.wav");
  647. Clockwork.voices:Add("Combine", "REQUEST WINDER DISPATCH", "Overwatch request winder, dispatch.", "npc/combine_soldier/vo/overwatchrequestwinder.wav");
  648.  
  649.  
  650.  
  651. Clockwork.voices:Add("Combine", "ANTI CITIZEN ONE", "Anti-citizen one.", "npc/combine_soldier/vo/anticitizenone.wav");
  652. Clockwork.voices:Add("Combine", "BEARING", "Bearing.", "npc/combine_soldier/vo/bearing.wav");
  653. Clockwork.voices:Add("Combine", "DEGREES", "Degrees.", "npc/combine_soldier/vo/degrees.wav");
  654. Clockwork.voices:Add("Combine", "GHOST TWO", "Ghost Two!", "npc/combine_soldier/vo/ghost2.wav");
  655. Clockwork.voices:Add("Combine", "METERS", "Meters.", "npc/metropolice/vo/meters.wav");
  656. Clockwork.voices:Add("Combine", "PRIORITY OBJECTIVE", " Priority 1 objective.", "npc/combine_soldier/vo/priority1objective.wav"); -- maybe change
  657. Clockwork.voices:Add("Combine", "RANGE", "Range.", "npc/combine_soldier/vo/range.wav");
  658. Clockwork.voices:Add("Combine", "SHARP ZONE", "Sharp Zone.", "npc/combine_soldier/vo/sharpzone.wav");
  659.  
  660. Clockwork.voices:Add("Combine", "BLOCK 31 MACE", "Block 31 mace.", "npc/combine_soldier/vo/block31mace.wav");
  661. Clockwork.voices:Add("Combine", "BLOCK 64 JET", "Block 64 jet.", "npc/combine_soldier/vo/block64jet.wav");
  662. Clockwork.voices:Add("Combine", "GRID SUNDOWN 46", "Grid sundown 4-6.", "npc/combine_soldier/vo/gridsundown46.wav");
  663. Clockwork.voices:Add("Combine", "SECTION LOCK UP DASH 4", "Section lockup dash 4.", "npc/combine_soldier/vo/sectionlockupdash4.wav");
  664.  
  665.  
  666. Clockwork.voices:Add("Combine", "FIST", "Fist.", "npc/combine_soldier/vo/fist.wav");
  667. Clockwork.voices:Add("Combine", "FLASH", "Flash.", "npc/combine_soldier/vo/flash.wav");
  668. Clockwork.voices:Add("Combine", "HAMMER", "Hammer.", "npc/combine_soldier/vo/hammer.wav");
  669. Clockwork.voices:Add("Combine", "HUNTER", "Hunter.", "npc/combine_soldier/vo/hunter.wav");
  670. Clockwork.voices:Add("Combine", "LEADER", "Leader.", "npc/combine_soldier/vo/leader.wav");
  671. Clockwork.voices:Add("Combine", "RANGER", "Ranger.", "npc/combine_soldier/vo/ranger.wav");
  672. Clockwork.voices:Add("Combine", "SCAR", "Scar.", "npc/combine_soldier/vo/scar.wav");
  673. Clockwork.voices:Add("Combine", "SLASH", "Slash.", "npc/combine_soldier/vo/slash.wav");
  674. Clockwork.voices:Add("Combine", "STAB", "Stab.", "npc/combine_soldier/vo/stab.wav");
  675. Clockwork.voices:Add("Combine", "STRIKER", "Striker.", "npc/combine_soldier/vo/striker.wav");
  676. Clockwork.voices:Add("Combine", "SWIFT", "Swift.", "npc/combine_soldier/vo/swift.wav");
  677. Clockwork.voices:Add("Combine", "TRACKER", "Tracker.", "npc/combine_soldier/vo/tracker.wav");
  678.  
  679. Clockwork.voices:Add("Combine", "HURRICANE", "Hurricane.", "npc/combine_soldier/vo/hurricane.wav");
  680. Clockwork.voices:Add("Combine", "SLAM", "Slam.", "npc/combine_soldier/vo/slam.wav");
  681. Clockwork.voices:Add("Combine", "STAR", "Star.", "npc/combine_soldier/vo/star.wav");
  682. Clockwork.voices:Add("Combine", "WINDER", "Winder.", "npc/combine_soldier/vo/winder.wav");
  683.  
  684. Clockwork.voices:Add("Combine", "BOOMER", "Boomer.", "npc/combine_soldier/vo/Boomer.wav");
  685. Clockwork.voices:Add("Combine", "FLATLINE", "Flatline.", "npc/combine_soldier/vo/flatline.wav");
  686. Clockwork.voices:Add("Combine", "ION", "Ion!", "npc/combine_soldier/vo/ion.wav");
  687. Clockwork.voices:Add("Combine", "ICE", "Ice!", "npc/combine_soldier/vo/ice.wav");
  688. Clockwork.voices:Add("Combine", "JET", "Jet.", "npc/combine_soldier/vo/jet.wav");
  689. Clockwork.voices:Add("Combine", "QUICKSAND", "Quicksand.", "npc/combine_soldier/vo/quicksand.wav");
  690. Clockwork.voices:Add("Combine", "RIPCORD", "Ripcord.","npc/combine_soldier/vo/ripcord.wav");
  691. Clockwork.voices:Add("Combine", "RIPCORD2", "Ripcord, ripcord!","npc/combine_soldier/vo/ripcordripcord.wav");
  692. Clockwork.voices:Add("Combine", "SUNDOWN", "Sundown.", "npc/combine_soldier/vo/sundown.wav");
  693. Clockwork.voices:Add("Combine", "UNIFORM", "Uniform.", "npc/combine_soldier/vo/uniform.wav");
  694.  
  695.  
  696.  
  697.  
  698. -- Civil Protection --
  699. Clockwork.voices:Add("Civil Protection", ",", ",", "npc/metropolice/vo/_comma.wav");
  700.  
  701.  
  702. -- Combine Soldier --
  703. Clockwork.voices:Add("Overwatch", ",", ",", "npc/combine_soldier/vo/_comma.wav");
  704.  
  705. Clockwork.voices:Add("Overwatch", "COPY", "Copy.", "npc/combine_soldier/vo/copy.wav");
  706. Clockwork.voices:Add("Overwatch", "COPY2", "Copy.", "npc/metropolice/vo/copy.wav"); -- incase someone wants it
  707.  
  708.  
  709. Clockwork.voices:Add("Overwatch", "PAIN1", "Augh!", "npc/combine_soldier/pain1.wav");
  710. Clockwork.voices:Add("Overwatch", "PAIN2", "Aagh!", "npc/combine_soldier/pain2.wav");
  711. Clockwork.voices:Add("Overwatch", "PAIN3", "Agh!", "npc/combine_soldier/pain3.wav");
  712.  
  713.  
  714.  
  715.  
  716.  
  717. -- Other voices
  718.  
  719. Clockwork.voices:Add("Combine", "HEADS UP", "Heads up!", "npc/metropolice/deploy01.wav");
  720. Clockwork.voices:Add("Combine", "LET EM LOOSE", "Let 'em loose!", "npc/metropolice/deploy02.wav");
  721. Clockwork.voices:Add("Combine", "GIVE CHASE", "Give chase.", "npc/metropolice/deploy03.wav");
  722. Clockwork.voices:Add("Combine", "HEADS", "Heads!", "npc/metropolice/deploy04.wav");
  723. Clockwork.voices:Add("Combine", "DEPLOYING REMOTE", "Deploying remote!", "npc/metropolice/deploy05.wav");
  724. Clockwork.voices:Add("Combine", "RELEASE", "Release!", "npc/metropolice/deploy06.wav");
  725. Clockwork.voices:Add("Combine", "DROP WEAPON", "Drop your weapon, get down!", "npc/metropolice/dropweapon.wav");
  726. Clockwork.voices:Add("Combine", "FREEZE", "Freeze!", "npc/metropolice/freeze.wav");
  727. Clockwork.voices:Add("Combine", "GET ON GROUND", "Stay where you are, get on the ground! Do it now!", "npc/metropolice/getonground.wav");
  728. Clockwork.voices:Add("Combine", "GET OUT THERE", "Get out of there!", "npc/metropolice/hiding01.wav");
  729. Clockwork.voices:Add("Combine", "NO POINT HIDING", "There's no point in hiding.", "npc/metropolice/hiding02.wav");
  730. Clockwork.voices:Add("Combine", "NO CHANGE ESCAPE", "You have no chance of escape.", "npc/metropolice/hiding03.wav");
  731. Clockwork.voices:Add("Combine", "YOU ARE SURROUNDED", "You're surrounded.", "npc/metropolice/hiding04.wav");
  732. Clockwork.voices:Add("Combine", "WE COVERED", "We have you covered.", "npc/metropolice/hiding05.wav");
  733. Clockwork.voices:Add("Combine", "OVER THERE1", "Over there!", "npc/metropolice/pointer01.wav");
  734. Clockwork.voices:Add("Combine", "THERE1", "There!", "npc/metropolice/pointer02.wav");
  735. Clockwork.voices:Add("Combine", "LOOK1", "Look!", "npc/metropolice/pointer03.wav");
  736. Clockwork.voices:Add("Combine", "DONT LET HIM", "Don't let him get away!", "npc/metropolice/pointer04.wav");
  737. Clockwork.voices:Add("Combine", "THERE2", "There!", "npc/metropolice/pointer05.wav");
  738. Clockwork.voices:Add("Combine", "HES GETTING AWAY", "He's getting away!", "npc/metropolice/pointer06.wav");
  739. Clockwork.voices:Add("Combine", "GOT HIM", "Got him!", "npc/metropolice/shooter01.wav");
  740. Clockwork.voices:Add("Combine", "HAVE HIM", "I have him!", "npc/metropolice/shooter02.wav");
  741. Clockwork.voices:Add("Combine", "HES MINE", "He's mine!", "npc/metropolice/shooter03.wav");
  742. Clockwork.voices:Add("Combine", "RIGHT1", "Right.", "npc/metropolice/shooter04.wav");
  743. Clockwork.voices:Add("Combine", "YES SEE HIM", "Yes, I see him.", "npc/metropolice/shooter05.wav");
  744.  
  745. Clockwork.voices:Add("Combine", "BEATS LAST JOB", "Beats the shit out of my last job.", "npc/metropolice/mc1que_lastjob.wav");
  746. Clockwork.voices:Add("Combine", "BEATS LAST JOB2", "Beats the shit out of my last job.", "npc/metropolice/mc2que_lastjob.wav");
  747. Clockwork.voices:Add("Combine", "BELIVE WHAT YOU WANT", "Believe what you want.", "npc/metropolice/mc1ans_believewhatyouwant.wav");
  748. Clockwork.voices:Add("Combine", "BELIVE WHAT YOU WANT2", "Believe what you want.", "npc/metropolice/mc2ans_believewhatyouwant.wav");
  749. Clockwork.voices:Add("Combine", "BEST CAREER CHOICE", "Yep, this was definitely the best career choice I've ever made.", "npc/metropolice/mc1que_career.wav");
  750. Clockwork.voices:Add("Combine", "BEST CAREER CHOICE2", "Yep, this was definitely the best career choice I've ever made.", "npc/metropolice/mc2que_career.wav");
  751. Clockwork.voices:Add("Combine", "COULD BE", "Eh, could be.", "npc/metropolice/mc1ans_couldbe.wav");
  752. Clockwork.voices:Add("Combine", "COULD BE2", "Eh, could be.", "npc/metropolice/mc2ans_couldbe.wav");
  753. Clockwork.voices:Add("Combine", "DONT BE RIDICULOUS", "Don't be ridiculous.", "npc/metropolice/mc1ans_dontberidic.wav");
  754. Clockwork.voices:Add("Combine", "DONT BE RIDICULOUS2", "Don't be ridiculous.", "npc/metropolice/mc2ans_dontridiculous.wav");
  755. Clockwork.voices:Add("Combine", "DONT WANNA TALK", "I don't wanna talk about it.", "npc/metropolice/mc1ans_dontwannatalk.wav");
  756. Clockwork.voices:Add("Combine", "DONT WANNA TALK2", "I don't want to talk about it.", "npc/metropolice/mc2ans_dontwannatalk.wav");
  757. Clockwork.voices:Add("Combine", "DONT WANT TALK", "I don't want to talk about it.", "npc/metropolice/mc2ans_dontwannatalk2.wav");
  758. Clockwork.voices:Add("Combine", "ENOUGH OUTTA YOU", "That's enough outta you.", "npc/metropolice/mc1ans_enoughouttayou.wav");
  759. Clockwork.voices:Add("Combine", "ENOUGH OUTTA YOU2", "That's enough outta you.", "npc/metropolice/mc2ans_enoughouttayou.wav");
  760. Clockwork.voices:Add("Combine", "EVERYTHING I HOPED", "This is everything I hoped it would be.", "npc/metropolice/mc1que_everythingihoped.wav");
  761. Clockwork.voices:Add("Combine", "EVERYTHING I HOPED2", "This is everything I hoped it would be.", "npc/metropolice/mc2que_everythingihoped.wav");
  762. Clockwork.voices:Add("Combine", "FASCINATING", "Fascinating.", "npc/metropolice/mc1ans_fascinating.wav");
  763. Clockwork.voices:Add("Combine", "FASCINATING2", "Fascinating.", "npc/metropolice/mc2ans_fascinating.wav");
  764. Clockwork.voices:Add("Combine", "FEELING GOOD", "I'm feeling pretty good about myself today.", "npc/metropolice/mc1que_feelinggood.wav");
  765. Clockwork.voices:Add("Combine", "FEELING GOOD2", "I'm feeling pretty good about myself today.", "npc/metropolice/mc2que_feelinggood.wav");
  766. Clockwork.voices:Add("Combine", "FEET KILLING", "My feet are killing me.", "npc/metropolice/mc1que_feetkillin.wav");
  767. Clockwork.voices:Add("Combine", "FEET KILLING2", "My feet are killing me.", "npc/metropolice/mc2que_feetkilling.wav");
  768. Clockwork.voices:Add("Combine", "FEET KILLING3", "My feet are killing me.", "npc/metropolice/mc2que_feetkilling2.wav");
  769. Clockwork.voices:Add("Combine", "FIGURES", "Figures.", "npc/metropolice/mc1ans_figures.wav");
  770. Clockwork.voices:Add("Combine", "FIGURES2", "Figures.", "npc/metropolice/mc2ans_figures.wav");
  771. Clockwork.voices:Add("Combine", "GET PAY CUT", "What do you bet we get a pay cut?", "npc/metropolice/mc1que_paycut.wav");
  772. Clockwork.voices:Add("Combine", "GET PAY CUT2", "What do you bet we get a pay cut?", "npc/metropolice/mc2que_paycut.wav");
  773. Clockwork.voices:Add("Combine", "GETTING NEW STUNSTICKS", "I heard we're not getting those new stun sticks this year.", "npc/metropolice/mc1que_stunsticks.wav");
  774. Clockwork.voices:Add("Combine", "GETTING NEW STUNSTICKS2", "I heard we're not getting those new stun sticks this year.", "npc/metropolice/mc2que_stunsticks.wav");
  775. Clockwork.voices:Add("Combine", "GETTING PERKS", "So, you getting the perks they promised you?", "npc/metropolice/mc1que_perks.wav");
  776. Clockwork.voices:Add("Combine", "GETTING PERKS2", "So, you getting the perks they promised you?", "npc/metropolice/mc2que_perks.wav");
  777. Clockwork.voices:Add("Combine", "GOT BETTER THINGS", "I got better things to do.", "npc/metropolice/mc1que_betterthings.wav");
  778. Clockwork.voices:Add("Combine", "GOT BETTER THINGS2", "I got better things to do.", "npc/metropolice/mc2que_betterthings.wav");
  779. Clockwork.voices:Add("Combine", "HAD TO PARTNER", "I had to get you for a partner.", "npc/metropolice/mc1ans_hadtopartner.wav");
  780. Clockwork.voices:Add("Combine", "HAD TO PARTNER2", "I had to get you for a partner.", "npc/metropolice/mc2ans_youforpartner.wav");
  781. Clockwork.voices:Add("Combine", "HELLUVA MOOD", "You're in helluva a mood.", "npc/metropolice/mc1ans_helluvamood.wav");
  782. Clockwork.voices:Add("Combine", "HELLUVA MOOD2", "You're in helluva a mood.", "npc/metropolice/mc2ans_helluvamood.wav");
  783. Clockwork.voices:Add("Combine", "HES GONE BELOW", "He's gone below!", "npc/metropolice/water03.wav");
  784. Clockwork.voices:Add("Combine", "HES IN WATER", "He's in the water.", "npc/metropolice/water01.wav");
  785. Clockwork.voices:Add("Combine", "HM", "Hm.", "npc/metropolice/mc1ans_hm.wav");
  786. Clockwork.voices:Add("Combine", "HOLD BACK REMOTES", "Hold back the remotes.", "npc/metropolice/water02.wav");
  787. Clockwork.voices:Add("Combine", "HUH FIGURES", "Huh, figures.", "npc/metropolice/mc1ans_huhfigures.wav");
  788. Clockwork.voices:Add("Combine", "JUST THOUGHT SOMETHING", "I just thought of something. Uh, wait... Maybe not.", "npc/metropolice/mc1que_justthought.wav");
  789. Clockwork.voices:Add("Combine", "JUST THOUGHT SOMETHING2", "I just thought of something. Uh, wait... Maybe not.", "npc/metropolice/mc2que_justthought.wav");
  790. Clockwork.voices:Add("Combine", "JUST THOUGHT SOMETHING3", "I just thought of something. Uh, wait... Maybe not.", "npc/metropolice/mc2que_justthought2.wav");
  791. Clockwork.voices:Add("Combine", "LET ME THINK ABOUT", "Let me think about that.", "npc/metropolice/mc1ans_letmethink.wav");
  792. Clockwork.voices:Add("Combine", "LET ME THINK ABOUT2", "Let me think about that.", "npc/metropolice/mc2ans_lemmethink.wav");
  793. Clockwork.voices:Add("Combine", "MIGHT BE", "Might be.", "npc/metropolice/mc1ans_mightbe.wav");
  794. Clockwork.voices:Add("Combine", "MIGHT BE2", "Might be.", "npc/metropolice/mc2ans_mightbe.wav");
  795. Clockwork.voices:Add("Combine", "MIGHT COULD", "Might could.", "npc/metropolice/mc1ans_mightcould.wav");
  796. Clockwork.voices:Add("Combine", "MIGHT COULD2", "Might could.", "npc/metropolice/mc2ans_mightcould.wav");
  797. Clockwork.voices:Add("Combine", "MIGHT NOT", "Might not.", "npc/metropolice/mc1ans_mightnot.wav");
  798. Clockwork.voices:Add("Combine", "MIGHT NOT2", "Might not.", "npc/metropolice/mc2ans_mightnot.wav");
  799. Clockwork.voices:Add("Combine", "NOPE", "Nope.", "npc/metropolice/mc1ans_nope.wav");
  800. Clockwork.voices:Add("Combine", "NOPE2", "Nope.", "npc/metropolice/mc2ans_nope.wav");
  801. Clockwork.voices:Add("Combine", "NOPE3", "Nope.", "npc/metropolice/mc2ans_nope2.wav");
  802. Clockwork.voices:Add("Combine", "PEOPLE SUCK EXCEPT US", "People suck. Well, except for us.", "npc/metropolice/mc1que_peoplesuck.wav");
  803. Clockwork.voices:Add("Combine", "PEOPLE SUCK EXCEPT US2", "People suck. Well, except for us.", "npc/metropolice/mc2que_peoplesuck.wav");
  804. Clockwork.voices:Add("Combine", "PLACE GOING TO HELL", "This whole place is going to hell. Well, not this place.", "npc/metropolice/mc1que_goingtohell.wav");
  805. Clockwork.voices:Add("Combine", "PLACE GOING TO HELL2", "This whole place is going to hell. Well, not this place.", "npc/metropolice/mc2que_goingtohell2.wav");
  806. Clockwork.voices:Add("Combine", "PLACE GOING TO HELL3", "This whole place is going to hell. No. Not this place.", "npc/metropolice/mc2que_goingtohell.wav");
  807. Clockwork.voices:Add("Combine", "QUIT YOUR BELLYACHIN", "Quit your bellyaching.", "npc/metropolice/mc1ans_bellyaching.wav");
  808. Clockwork.voices:Add("Combine", "QUIT YOUR BELLYACHING2", "Quit your bellyaching.", "npc/metropolice/mc2ans_bellyaching.wav");
  809. Clockwork.voices:Add("Combine", "RAISE NEXT WEEK", "Supposedly we're getting a raise next week.", "npc/metropolice/mc1que_raise.wav");
  810. Clockwork.voices:Add("Combine", "RAISE NEXT WEEK2", "Supposedly we're getting a raise next week.", "npc/metropolice/mc2que_raise.wav");
  811. Clockwork.voices:Add("Combine", "RATHER NOT TALK", "I'd rather not talk about that.", "npc/metropolice/mc1ans_rathernottalk.wav");
  812. Clockwork.voices:Add("Combine", "RATHER NOT THINK ABOUT", "I'd rather not think about that.", "npc/metropolice/mc1ans_rathernotthink.wav");
  813. Clockwork.voices:Add("Combine", "RATHER NOT THINK ABOUT2", "I'd rather not think about that.", "npc/metropolice/mc2ans_rathernotthink.wav");
  814. Clockwork.voices:Add("Combine", "SHUT UP ABOUT", "Shut up about that.", "npc/metropolice/mc1ans_shutup.wav");
  815. Clockwork.voices:Add("Combine", "SHUT UP ABOUT2", "Shut up about that.", "npc/metropolice/mc2ans_shutup.wav");
  816. Clockwork.voices:Add("Combine", "STOMACH KILLING", "My stomach is killing me.", "npc/metropolice/mc1que_stomach.wav");
  817. Clockwork.voices:Add("Combine", "STOMACH KILLING2", "My stomach is killing me.", "npc/metropolice/mc2que_stomach.wav");
  818. Clockwork.voices:Add("Combine", "STOMACH KILLING3", "My stomach is killing me.", "npc/metropolice/mc2que_stomach2.wav");
  819. Clockwork.voices:Add("Combine", "STOP WHINING", "Stop whining.", "npc/metropolice/mc1ans_stopwhining.wav");
  820. Clockwork.voices:Add("Combine", "STOP WHINING2", "Stop whining.", "npc/metropolice/mc2ans_stopwhining.wav");
  821. Clockwork.voices:Add("Combine", "STOP WHINING3", "Stop whining.", "npc/metropolice/mc2ans_stopwhining2.wav");
  822. Clockwork.voices:Add("Combine", "THERES YOUR PROBLEM", "There's your problem right there.", "npc/metropolice/mc1ans_theresyerproblem.wav");
  823. Clockwork.voices:Add("Combine", "THERES YOUR PROBLEM1", "There's your problem right there.", "npc/metropolice/mc2ans_theresyerproblem.wav");
  824. Clockwork.voices:Add("Combine", "THERES YOUR PROBLEM2", "There's your problem right there.", "npc/metropolice/mc2ans_theresyerproblem2.wav");
  825. Clockwork.voices:Add("Combine", "THINK SO", "Think so.", "npc/metropolice/mc1ans_thinkso.wav");
  826. Clockwork.voices:Add("Combine", "THINK SO2", "Think so.", "npc/metropolice/mc2ans_thinkso.wav");
  827. Clockwork.voices:Add("Combine", "THINKING ABOUT ENLISTING", "So, I'm thinking about enlisting.", "npc/metropolice/mc1que_enlisting.wav");
  828. Clockwork.voices:Add("Combine", "THINKING ABOUT ENLISTING2", "So, I'm thinking about enlisting.", "npc/metropolice/mc2que_enlisting.wav");
  829. Clockwork.voices:Add("Combine", "THIS IS RIDICULOUS", "This is ridiculous.", "npc/metropolice/mc1que_thisridiculous.wav");
  830. Clockwork.voices:Add("Combine", "USE ANOTHER STIMPATCH", "I could use another stimpatch.", "npc/metropolice/mc1que_stimpatch.wav");
  831. Clockwork.voices:Add("Combine", "USE ANOTHER STIMPATCH2", "I could use another stimpatch.", "npc/metropolice/mc2que_stimpatch.wav");
  832. Clockwork.voices:Add("Combine", "WATCH YOUR MOUTH", "Watch your mouth.", "npc/metropolice/mc1ans_watchyermouth.wav");
  833. Clockwork.voices:Add("Combine", "WATCH YOUR MOUTH2", "Watch your mouth.", "npc/metropolice/mc2ans_watchmouth.wav");
  834. Clockwork.voices:Add("Combine", "WOULDNT HAVE KIDS", "I wouldn't have kids even if they let me.", "npc/metropolice/mc1que_kids.wav");
  835. Clockwork.voices:Add("Combine", "WOULDNT HAVE KIDS2", "I wouldn't have kids even if they let me.", "npc/metropolice/mc2que_kids.wav");
  836. Clockwork.voices:Add("Combine", "YEAH", "Yeah.", "npc/metropolice/mc1ans_yeah.wav");
  837. Clockwork.voices:Add("Combine", "YEAH2", "Yeah.", "npc/metropolice/mc2ans_yeah.wav");
  838. Clockwork.voices:Add("Combine", "YEP", "Yep.", "npc/metropolice/mc1ans_yep.wav");
  839. Clockwork.voices:Add("Combine", "YEP2", "Yep.", "npc/metropolice/mc2ans_yep.wav");
  840. Clockwork.voices:Add("Combine", "YOU EXPECT ME TO BELIVE", "You expect me to believe that?", "npc/metropolice/mc1ans_youexpectme.wav");
  841. Clockwork.voices:Add("Combine", "YOU EXPECT ME TO BELIVE2", "You expect me to believe that?", "npc/metropolice/mc2ans_youexpectme.wav");
  842. Clockwork.voices:Add("Combine", "YOU REALLY BELIVE", "You really believe that?", "npc/metropolice/mc1ans_youreallybelieve.wav");
  843. Clockwork.voices:Add("Combine", "YOU REALLY BELIVE2", "You really believe that?", "npc/metropolice/mc2ans_youreallybelieve.wav");
  844. Clockwork.voices:Add("Combine", "YOU REALLY BELIVE3", "You really believe that?", "npc/metropolice/mc2ans_youreallybelieve2.wav");
  845. Clockwork.voices:Add("Combine", "YOUR WIFE DOESNT LIKE ME", "Your wife doesn't like me, does she?", "npc/metropolice/mc1que_yourwife.wav");
  846. Clockwork.voices:Add("Combine", "YOUR WIFE DOESNT LIKE ME2", "Your wife doesn't like me, does she?", "npc/metropolice/mc2que_yourwife.wav");
  847. Clockwork.voices:Add("Combine", "YUP", "Yup.", "npc/metropolice/mc2ans_yup.wav");
  848. Clockwork.voices:Add("Combine", "YUP2", "Yup.", "npc/metropolice/mc2ans_yup2.wav");
  849.  
  850.  
  851.  
  852.  
  853.  
  854.  
  855. --[[ Combine Soldier ]]--
  856.  
  857. -- Chatter --
  858.  
  859. Clockwork.voices:Add("Combine", "CHATTER1", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_bunker1.wav"); -- has to be changed
  860. Clockwork.voices:Add("Combine", "CHATTER2", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_bunker2.wav");
  861. Clockwork.voices:Add("Combine", "CHATTER3", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_bunker3.wav");
  862. Clockwork.voices:Add("Combine", "CHATTER4", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_containD8.wav");
  863. Clockwork.voices:Add("Combine", "CHATTER5", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_fallback_b4.wav");
  864. Clockwork.voices:Add("Combine", "CHATTER6", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_leader9dead.wav");
  865. Clockwork.voices:Add("Combine", "CHATTER7", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_negativecontainment.wav");
  866. Clockwork.voices:Add("Combine", "CHATTER8", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_prosecuteD7");
  867. Clockwork.voices:Add("Combine", "CHATTER9", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_sundown3dead.wav");
  868. Clockwork.voices:Add("Combine", "CHATTER10", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_tohighpoints.wav");
  869. Clockwork.voices:Add("Combine", "CHATTER11", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_visceratorsA5.wav");
  870. Clockwork.voices:Add("Combine", "CHATTER12", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_fullbioticoverrun.wav");
  871. Clockwork.voices:Add("Combine", "CHATTER13", "**Indistinct radio chatter**", "npc/combine_soldier/vo/prison_soldier_freeman_antlions.wav");
  872.  
  873. -- Citizen Voices
  874.  
  875. Clockwork.voices:Add("Citizen", "AGH", "Aaaaaaagh!", "vo/outland_12/reb1_sawmillexplo05.wav", true);
  876. Clockwork.voices:Add("Citizen", "ALMOST MADE SENSE", "That... almost made sense", "vo/npc/male01/vanswer09.wav", true, 1.6507709750566892);
  877. Clockwork.voices:Add("Citizen", "ANTIQUES", "Jeez! That place was full of antiques!", "vo/outland_12/reb1_buildingexplo04.wav", true);
  878. Clockwork.voices:Add("Citizen", "HERE AMMO", "Here! Ammo", "vo/npc/male01/ammo03.wav", true, 0.77496598639455783);
  879. Clockwork.voices:Add("Citizen", "ATE SOMETHING BAD", "I think I ate something bad", "vo/npc/male01/question27.wav", true, 1.7943310657596372);
  880. Clockwork.voices:Add("Citizen", "BAD MEMORY", "Someday, this will all be a bad memory", "vo/npc/male01/question20.wav", true, 2.3591156462585032);
  881. Clockwork.voices:Add("Citizen", "BEHIND YOU", "Behind you", "vo/npc/male01/behindyou01.wav", true, 0.76770975056689339);
  882. Clockwork.voices:Add("Citizen", "LOOK OUT BELOW", "Look out below", "vo/npc/male01/cit_dropper04.wav", true, 1.6480272108843537);
  883. Clockwork.voices:Add("Citizen", "WANNA BET", "Wanna bet", "vo/npc/male01/answer27.wav", true, 0.59870748299319732);
  884. Clockwork.voices:Add("Citizen", "BARE FISTS", "One time, back in the city, I saw a guy take down a Hunter with his bare fists", "vo/outland_12/reb1_huntprompt05.wav", true);
  885. Clockwork.voices:Add("Citizen", "BETTER MYSELF", "Couldn't have put it better myself", "vo/npc/male01/vanswer08.wav", true, 1.6610204081632653);
  886. Clockwork.voices:Add("Citizen", "BETTING MAN", "I'm not a betting man... but the odds are not good", "vo/npc/male01/question21.wav", true, 3.0881859410430841);
  887. Clockwork.voices:Add("Citizen", "BULLSHIT", "This is bullshit", "vo/npc/male01/question26.wav", true, 1.0009070294784581);
  888. Clockwork.voices:Add("Citizen", "CANT HOLD OUT", "We can't hold out much longer!", "vo/outland_02/griggs_cantholdout.wav", true);
  889. Clockwork.voices:Add("Citizen", "CPS", "CP's", "vo/npc/male01/cps01.wav", true, 0.87671201814058952);
  890. Clockwork.voices:Add("Citizen", "CHANGE IS IN THE AIR", "Finally change is in the air", "vo/npc/male01/question16.wav", true, 1.5996825396825396);
  891. Clockwork.voices:Add("Citizen", "CIVIL PROTECTION", "Civil Protection", "vo/npc/male01/civilprotection01.wav", true, 1.2420181405895692);
  892. Clockwork.voices:Add("Citizen", "COMBINE", "Combine", "vo/npc/male01/combine01.wav", true, 0.8126984126984127);
  893. Clockwork.voices:Add("Citizen", "COMBINE BASTARDS", "These Combine bastards just don't give up!", "vo/outland_12/reb1_lastwaveannounced07.wav", true);
  894. Clockwork.voices:Add("Citizen", "COMING IN HERE", "They're definitely coming in here", "vo/trainyard/male01/cit_window_use02.wav", true);
  895. Clockwork.voices:Add("Citizen", "CONCENTRATE ON THE TASK", "L-let's concentrate on the task at hand", "vo/npc/male01/answer18.wav", true, 2.0645578231292516);
  896. Clockwork.voices:Add("Citizen", "GONNA GET IT", "Oh no, now we're really gonna get it", "vo/trainyard/male01/cit_tvbust05.wav", true, 2.7998185941043086);
  897. Clockwork.voices:Add("Citizen", "DARE SAY", "If you dare say - that's gotta hurt - I'll kill you", "vo/npc/male01/gordead_ans07.wav", true, 3.4116099773242632);
  898. Clockwork.voices:Add("Citizen", "DECENT MEAL", "I don't know about you, but I'm ready to join Civil Protection just to get a decent meal", "vo/trainyard/male01/cit_foodline04.wav", true, 3.9074603174603175);
  899. Clockwork.voices:Add("Citizen", "DEJA VU", "Woah, Déjà vu", "vo/npc/male01/question05.wav", true, 1.6840362811791383);
  900. Clockwork.voices:Add("Citizen", "DESERVE THIS", "What did I do to deserve this", "vo/npc/male01/vanswer14.wav", true, 1.5796371882086169);
  901. Clockwork.voices:Add("Citizen", "DO NICELY", "This'll do nicely", "vo/npc/male01/thislldonicely01.wav", true, 0.99047619047619051);
  902. Clockwork.voices:Add("Citizen", "DOESN'T LOOK GOOD", "This doesn't look good", "vo/trainyard/male01/cit_window_use01.wav", true, 1.459342403628118);
  903. Clockwork.voices:Add("Citizen", "DOING SOMETHING", "Shouldn't we be... doing something", "vo/npc/male01/doingsomething.wav", true, 1.5950566893424036);
  904. Clockwork.voices:Add("Citizen", "DON'T BE SO SURE", "Don't be so sure of that", "vo/npc/male01/answer21.wav", true, 1.4033560090702948);
  905. Clockwork.voices:Add("Citizen", "DON'T DREAM", "I don't dream anymore", "vo/npc/male01/question03.wav", true, 1.0832653061224491);
  906. Clockwork.voices:Add("Citizen", "DON'T FEEL ANYTHING", "I don't feel anything, anymore", "vo/npc/male01/question18.wav", true, 2.0665532879818596);
  907. Clockwork.voices:Add("Citizen", "DON'T TELL ME", "Don't tell me", "vo/npc/male01/gordead_ans03.wav", true, 0.70371882086167803);
  908. Clockwork.voices:Add("Citizen", "DONE FOR", "We're done for", "vo/npc/male01/gordead_ans14.wav", true, 0.80782312925170063);
  909. Clockwork.voices:Add("Citizen", "DONE THIS BEFORE", "He's done this before, he'll be okay", "vo/npc/male01/gordead_ans18.wav", true, 2.5243990929705213);
  910. Clockwork.voices:Add("Citizen", "DWELL ON IT", "Try not to dwell on it", "vo/npc/male01/answer04.wav", true, 0.94938775510204076);
  911. Clockwork.voices:Add("Citizen", "EAT A HORSE", "I could eat a horse, hooves and all", "vo/npc/male01/question09.wav", true, 1.7887755102040817);
  912. Clockwork.voices:Add("Citizen", "END LIKE THIS", "It's not supposed to end like this", "vo/npc/male01/gordead_ques14.wav", true, 2.0292743764172334);
  913. Clockwork.voices:Add("Citizen", "ENDED UP WITH YOU", "Sometimes, I wonder how I ended up with you", "vo/npc/male01/vquestion04.wav", true, 2.3974603174603173);
  914. Clockwork.voices:Add("Citizen", "EVERYWHERE", "Oh god, they're coming from everywhere!", "vo/outland_02/griggs_everywhere.wav", true);
  915. Clockwork.voices:Add("Citizen", "EXCUSE ME", "Excuse me", "vo/npc/male01/excuseme01.wav", true, 0.50430839002267569);
  916. Clockwork.voices:Add("Citizen", "EXCUSE ME", "Excuse me", "vo/npc/male01/excuseme02.wav", true, 0.52099773242630387);
  917. Clockwork.voices:Add("Citizen", "FANTASTIC", "Fan-tastic", "vo/npc/male01/fantastic01.wav", true, 1.0071655328798186);
  918. Clockwork.voices:Add("Citizen", "FEEL IT", "Do you feel it? I feel it", "vo/npc/male01/question17.wav", true, 1.9939002267573696);
  919. Clockwork.voices:Add("Citizen", "FIGURES", "Figures", "vo/npc/male01/answer03.wav", true, 0.74312925170068023);
  920. Clockwork.voices:Add("Citizen", "FINALLY COME", "I can't believe this day has finally come", "vo/npc/male01/question10.wav", true, 2.6592970521541952);
  921. Clockwork.voices:Add("Citizen", "FINALLY", "Finally", "vo/npc/male01/finally.wav", true, 0.99265306122448982);
  922. Clockwork.voices:Add("Citizen", "FIRST TIME FOR EVERYTHING", "There's a first time for everything", "vo/npc/male01/answer40.wav", true, 1.2978458049886621);
  923. Clockwork.voices:Add("Citizen", "FIRST TIME", "Wouldn't be the first time", "vo/npc/male01/answer36.wav", true, 1.2234920634920634);
  924. Clockwork.voices:Add("Citizen", "FOLLOWED", "You weren't followed, were ya?", "vo/outland_02/griggs_followed03.wav", true);
  925. Clockwork.voices:Add("Citizen", "FORGET IT", "Forget it", "vo/outland_02/griggs_betweenwave_conver2_03.wav", true);
  926. Clockwork.voices:Add("Citizen", "FREEDOM", "You smell that? It's freedom", "vo/npc/male01/question07.wav", true, 1.930952380952381);
  927. Clockwork.voices:Add("Citizen", "GET DOWN", "Get down", "vo/npc/male01/getdown02.wav", true, 0.91573696145124717);
  928. Clockwork.voices:Add("Citizen", "GET GOING", "Are we gonna get going, soon", "vo/npc/male01/getgoingsoon.wav", true, 1.5334920634920635);
  929. Clockwork.voices:Add("Citizen", "GET TO YOU", "Try not to let it get to you", "vo/npc/male01/answer35.wav", true, 4.4813605442176874);
  930. Clockwork.voices:Add("Citizen", "GET USED TO", "Some things I just... never get used to", "vo/npc/male01/vquestion02.wav", true, 2.296938775510204);
  931. Clockwork.voices:Add("Citizen", "GOD DAMN IT", "God... damn... it...", "vo/outland_12/reb1_lastwaveannounced03.wav", true);
  932. Clockwork.voices:Add("Citizen", "GONNA MAKE IT", "I'm gonna make it. I /am/ gonna make it", "vo/outland_12/reb1_lastwaveannounced05.wav", true);
  933. Clockwork.voices:Add("Citizen", "GOOD GOD", "Good God", "vo/npc/male01/goodgod.wav", true, 0.86784580498866215);
  934. Clockwork.voices:Add("Citizen", "GOING SO WELL", "Things were going so well", "vo/npc/male01/gordead_ans02.wav", true, 1.7353968253968255);
  935. Clockwork.voices:Add("Citizen", "GONNA BE SICK", "I'm gonna be sick", "vo/npc/male01/gordead_ans19.wav", true, 1.0832653061224491);
  936. Clockwork.voices:Add("Citizen", "GONNA MATE", "When this is all over, I'm gonna mate", "vo/npc/male01/question29.wav", true, 2.470453514739229);
  937. Clockwork.voices:Add("Citizen", "GOT IT", "You got it", "vo/npc/male01/yougotit02.wav", true, 0.59863945578231292);
  938. Clockwork.voices:Add("Citizen", "GOT ONE", "I Got one", "vo/npc/male01/gotone02.wav", true, 0.6813605442176871);
  939. Clockwork.voices:Add("Citizen", "GOT THAT FROM ME", "You got that from me", "vo/npc/male01/vanswer06.wav", true, 1.1538321995464853);
  940. Clockwork.voices:Add("Citizen", "GOTTA RELOAD", "Gotta reload", "vo/npc/male01/gottareload01.wav", true, 0.77641723356009074);
  941. Clockwork.voices:Add("Citizen", "GUNSHIP", "Gunship", "vo/npc/male01/gunship02.wav", true, 0.73723356009070296);
  942. Clockwork.voices:Add("Citizen", "GUNS ARENT CUTTING IT", "Our guns aren't cuttin' it!", "vo/outland_08/chopper/reb1_chop_chopper_hint01.wav", true);
  943. Clockwork.voices:Add("Citizen", "GUT", "*Pain* Hit in the gut", "vo/npc/male01/hitingut01.wav", true, 2.247981859410431);
  944. Clockwork.voices:Add("Citizen", "GUTTER", "Your mind is in the gutter", "vo/npc/male01/answer20.wav", true, 1.4747845804988662);
  945. Clockwork.voices:Add("Citizen", "HATE THOSE THINGS", "I hate those frickin' things!", "vo/outland_12/reb2_magblasted09.wav", true);
  946. Clockwork.voices:Add("Citizen", "HAWAII", "Don't forget Hawaii", "vo/npc/male01/answer34.wav", true, 0.86789115646258508);
  947. Clockwork.voices:Add("Citizen", "HEADCRABS", "Headcrabs", "vo/npc/male01/headcrabs01.wav", true);
  948. Clockwork.voices:Add("Citizen", "HEADS UP", "Heads up!", "vo/npc/male01/headsup02.wav", true);
  949. Clockwork.voices:Add("Citizen", "HELL OUT", "Get the hell, outta here", "vo/npc/male01/gethellout.wav", true, 1.2952380952380953);
  950. Clockwork.voices:Add("Citizen", "HELP YOU", "I'd like to help you, but it's out of the question", "vo/trainyard/male01/cit_pedestrian05.wav", true, 2.0959863945578232);
  951. Clockwork.voices:Add("Citizen", "HELP2", "Help", "vo/npc/male01/help01.wav", true, 0.66902494331065765);
  952. Clockwork.voices:Add("Citizen", "HERE COME THE HACKS", "Here come the hacks", "vo/npc/male01/herecomehacks01.wav", true, 0.91863945578231287);
  953. Clockwork.voices:Add("Citizen", "HERE THEY COME", "Here they come", "vo/npc/male01/heretheycome01.wav", true, 0.91324263038548747);
  954. Clockwork.voices:Add("Citizen", "HERE WE GO AGAIN", "Oh, man... here we go again", "vo/outland_12/reb1_lastwaveannounced02.wav", true);
  955. Clockwork.voices:Add("Citizen", "HI", "Hi", "vo/npc/male01/hi01.wav", true, 0.37807256235827663);
  956. Clockwork.voices:Add("Citizen", "HOLD AGAINST", "I won't hold it against you", "vo/npc/male01/answer02.wav", true, 1.1179818594104309);
  957. Clockwork.voices:Add("Citizen", "HOLY SHIT", "Ho... ly... shit...", "vo/outland_12/reb1_sawmillexplo03.wav", true);
  958. Clockwork.voices:Add("Citizen", "HOW ABOUT THAT", "How 'bout that", "vo/npc/male01/answer25.wav", true, 0.60526077097505671);
  959. Clockwork.voices:Add("Citizen", "HUNGRY", "God, I'm hungry", "vo/npc/male01/question28.wav", true, 0.99383219954648527);
  960. Clockwork.voices:Add("Citizen", "IM HURT", "I'm hurt", "vo/npc/male01/imhurt01.wav", true, 0.67047619047619045);
  961. Clockwork.voices:Add("Citizen", "I'M READY", "Okay, I'm ready", "vo/npc/male01/okimready01.wav", true, 0.8555102040816327);
  962. Clockwork.voices:Add("Citizen", "IM BUSY", "Can't you see I'm busy", "vo/npc/male01/busy02.wav", true, 1.2717687074829931);
  963. Clockwork.voices:Add("Citizen", "INCOMING", "Incoming", "vo/npc/male01/incoming02.wav", true, 0.73941043083900226);
  964. Clockwork.voices:Add("Citizen", "KILLING ME", "Stop, you're killing me", "vo/npc/male01/vanswer13.wav", true, 1.251814058956916);
  965. Clockwork.voices:Add("Citizen", "KNEW IT WOULD END", "I knew it would end like this", "vo/outland_11a/silo/reb1_idles03.wav", true);
  966. Clockwork.voices:Add("Citizen", "KNOW WHAT", "'Know what you mean", "vo/npc/male01/answer08.wav", true, 0.87374149659863942);
  967. Clockwork.voices:Add("Citizen", "LEAD THE WAY", "You lead the way", "vo/npc/male01/leadtheway01.wav", true, 0.8344671201814059);
  968. Clockwork.voices:Add("Citizen", "LEARNED THEIR LESSON", "I think they learned their lesson", "vo/outland_11a/silo/mirt_silo_trouble03.wav", true);
  969. Clockwork.voices:Add("Citizen", "LEAVE A MARK", "That's gonna leave a mark", "vo/outland_08/chopper/rebc_chop_hit02.wav", true);
  970. Clockwork.voices:Add("Citizen", "LEAVE IT ALONE", "Leave it alone", "vo/npc/male01/answer38.wav", true, 0.79605442176870744);
  971. Clockwork.voices:Add("Citizen", "LIKE THAT", "Hah, like that?", "vo/npc/male01/likethat.wav", true, 0.93605442176870746);
  972. Clockwork.voices:Add("Citizen", "LITTLE CORNER", "I've got my little corner and I'm sticking to it", "vo/npc/male01/littlecorner01.wav", true, 2.0796371882086166);
  973. Clockwork.voices:Add("Citizen", "LIVE MY LIFE", "If I could live my life over again...", "vo/npc/male01/question13.wav", true, 1.7509297052154196);
  974. Clockwork.voices:Add("Citizen", "LOOK SUSPICIOUS", "Don't sit near me, it'll look suspicious", "vo/trainyard/male01/cit_bench03.wav", true, 2.4050113378684808);
  975. Clockwork.voices:Add("Citizen", "MATTER OF TIME", "It was just a matter of time", "vo/trainyard/male01/cit_window_use03.wav", true, 1.6090249433106576);
  976. Clockwork.voices:Add("Citizen", "TAKE MEDKIT", "Take this medkit", "vo/npc/male01/health03.wav", true, 0.65);
  977. Clockwork.voices:Add("Citizen", "MIND ON YOUR WORK", "Keep your mind on your work", "vo/npc/male01/answer19.wav", true, 1.4354875283446713);
  978. Clockwork.voices:Add("Citizen", "MISUNDERESTIMATED", "I think we misunderestimated", "vo/outland_02/griggs_underest.wav", true);
  979. Clockwork.voices:Add("Citizen", "MOAN1", "Ugh... agh", "vo/npc/male01/moan01.wav", true, 2.1143310657596373);
  980. Clockwork.voices:Add("Citizen", "MOAN2", "Ugh... agh-hgh", "vo/npc/male01/moan02.wav", true, 1.368095238095238);
  981. Clockwork.voices:Add("Citizen", "MOAN3", "Ugh...", "vo/npc/male01/moan03.wav", true, 1.0986167800453515);
  982. Clockwork.voices:Add("Citizen", "MOAN4", "Oghhh", "vo/npc/male01/moan04.wav", true, 1.0986167800453515);
  983. Clockwork.voices:Add("Citizen", "MOAN5", "Aaagh", "vo/npc/male01/moan05.wav", true, 1.4510204081632654);
  984. Clockwork.voices:Add("Citizen", "MORE INFORMATION", "That's more information than I require", "vo/npc/male01/answer26.wav", true, 2.6196145124716552);
  985. Clockwork.voices:Add("Citizen", "MUMBO JUMBO", "Enough of your mumbo-jumbo", "vo/npc/male01/vanswer01.wav", true, 1.6526077097505669);
  986. Clockwork.voices:Add("Citizen", "MY ARM", "Gagh, my arm", "vo/npc/male01/myarm02.wav", true, 1.3670748299319728);
  987. Clockwork.voices:Add("Citizen", "MY GUT", "Hgh, my gut", "vo/npc/male01/mygut02.wav", true, 1.7574603174603174);
  988. Clockwork.voices:Add("Citizen", "MY LEG", "Agh, my leg", "vo/npc/male01/myleg01.wav", true, 1.8126077097505668);
  989. Clockwork.voices:Add("Citizen", "NEIGHBOURHOOD", "Here goes the rest of the neighbourhood", "vo/trainyard/male01/cit_window_use04.wav", true, 1.702562358276644);
  990. Clockwork.voices:Add("Citizen", "NEVER CAN TELL", "Never can tell", "vo/npc/male01/answer23.wav", true, 1.0436961451247166);
  991. Clockwork.voices:Add("Citizen", "NEVER GOING TO MAKE", "They're never going to make a stalker out of me", "vo/npc/male01/question15.wav", true, 1.7662131519274376);
  992. Clockwork.voices:Add("Citizen", "NEW IN TOWN", "New in town, aren't you", "vo/trainyard/male01/cit_pedestrian01.wav", true, 1.3789342403628118);
  993. Clockwork.voices:Add("Citizen", "NICE", "Nice", "vo/npc/male01/nice01.wav", true, 0.70240362811791379);
  994. Clockwork.voices:Add("Citizen", "NIP THAT KINDA TALK", "You should nip that kinda talk in the bud", "vo/npc/male01/answer31.wav", true, 1.7818367346938775);
  995. Clockwork.voices:Add("Citizen", "NO ARGUEMENT", "No arguement there", "vo/npc/male01/answer33.wav", true, 1.2526077097505668);
  996. Clockwork.voices:Add("Citizen", "NO KIDS", "I'm glad there's no kids around to see this", "vo/npc/male01/question30.wav", true, 2.1669614512471655);
  997. Clockwork.voices:Add("Citizen", "NOT GOING TO TELL", "I'm not even going to tell you what that reminds me of", "vo/npc/male01/question14.wav", true, 2.4749433106575962);
  998. Clockwork.voices:Add("Citizen", "NOT OUT HERE", "I can't be seen talking to you, not out here", "vo/trainyard/male01/cit_bench02.wav", true, 2.7680272108843536);
  999. Clockwork.voices:Add("Citizen", "NOT SURE", "I'm not sure how to take that", "vo/npc/male01/vanswer03.wav", true, 1.2940136054421769);
  1000. Clockwork.voices:Add("Citizen", "NOT THE MAN I THOUGHT", "You're not the man I thought you were", "vo/npc/male01/notthemanithought01.wav", true, 1.5586394557823129);
  1001. Clockwork.voices:Add("Citizen", "NOW ITS PERSONAL", "Alright... now it's personal!", "vo/outland_12/reb1_buildingexplo03.wav", true);
  1002. Clockwork.voices:Add("Citizen", "NOW WHAT", "Now what?", "vo/npc/male01/gordead_ans01.wav", true, 0.79664399092970517);
  1003. Clockwork.voices:Add("Citizen", "OH GOD", "Oh god", "vo/npc/male01/gordead_ans04.wav", true, 0.76630385487528341);
  1004. Clockwork.voices:Add("Citizen", "OH NO", "Oh no", "vo/npc/male01/gordead_ans05.wav", true, 0.82716553287981864);
  1005. Clockwork.voices:Add("Citizen", "OKAY", "Okay", "vo/npc/male01/ok01.wav", true, 0.48616780045351476);
  1006. Clockwork.voices:Add("Citizen", "ONE OF THOSE DAYS", "I just knew it was going to be one of those days", "vo/npc/male01/question25.wav", true, 2.3479591836734692);
  1007. Clockwork.voices:Add("Citizen", "ONE WAY", "That's... one way of looking at it", "vo/npc/male01/answer15.wav", true, 1.44718820861678);
  1008. Clockwork.voices:Add("Citizen", "ORIGINAL THOUGHT", "Have you ever had an original thought", "vo/npc/male01/answer16.wav", true, 1.7965986394557822);
  1009. Clockwork.voices:Add("Citizen", "OUT OF YOUR WAY", "Lemme get out of your way", "vo/npc/male01/outofyourway02.wav", true, 0.87074829931972786);
  1010. Clockwork.voices:Add("Citizen", "OVER HERE", "Over here", "vo/npc/male01/overhere01.wav", true, 0.7256235827664399);
  1011. Clockwork.voices:Add("Citizen", "OVER THERE", "Over there", "vo/npc/male01/overthere01.wav", true, 0.64943310657596376);
  1012. Clockwork.voices:Add("Citizen", "OWN MEDICINE", "How do you like a taste of your own medicine?", "vo/outland_08/chopper/rebc_chop_hit04.wav", true);
  1013. Clockwork.voices:Add("Citizen", "PAIN1", "Ow", "vo/npc/male01/ow01.wav", true, 0.40054421768707482);
  1014. Clockwork.voices:Add("Citizen", "PAIN10", "Agh", "vo/npc/male01/pain09.wav", true, 0.89251700680272106);
  1015. Clockwork.voices:Add("Citizen", "PAIN2", "Ugh", "vo/npc/male01/pain01.wav", true, 0.51664399092970525);
  1016. Clockwork.voices:Add("Citizen", "PAIN3", "Ugh", "vo/npc/male01/pain02.wav", true, 0.29750566893424035);
  1017. Clockwork.voices:Add("Citizen", "PAIN4", "Agh", "vo/npc/male01/pain03.wav", true, 0.46040816326530615);
  1018. Clockwork.voices:Add("Citizen", "PAIN5", "Ugh", "vo/npc/male01/pain04.wav", true, 0.55727891156462583);
  1019. Clockwork.voices:Add("Citizen", "PAIN6", "Hugh", "vo/npc/male01/pain05.wav", true, 0.35773242630385488);
  1020. Clockwork.voices:Add("Citizen", "PAIN7", "Augh", "vo/npc/male01/pain06.wav", true, 0.81850340136054422);
  1021. Clockwork.voices:Add("Citizen", "PAIN8", "Ugh", "vo/npc/male01/pain07.wav", true, 0.35845804988662133);
  1022. Clockwork.voices:Add("Citizen", "PAIN9", "Ugh", "vo/npc/male01/pain08.wav", true, 0.58848072562358278);
  1023. Clockwork.voices:Add("Citizen", "PARDON ME", "Pardon me", "vo/npc/male01/pardonme01.wav", true, 0.40852607709750566);
  1024. Clockwork.voices:Add("Citizen", "PERSONALLY", "Should I take that personally", "vo/npc/male01/vanswer04.wav", true, 1.4374149659863946);
  1025. Clockwork.voices:Add("Citizen", "PLEASE NO", "Please no", "vo/npc/male01/gordead_ans06.wav", true, 0.82639455782312921);
  1026. Clockwork.voices:Add("Citizen", "PORTAL", "Next portal I see, I'm jumpin' through it. Anywhere's gotta be better than this", "vo/outland_11a/silo/reb1_idles06.wav", true);
  1027. Clockwork.voices:Add("Citizen", "PUT UP WITH YOU", "That's why we put up with you", "vo/npc/male01/vanswer07.wav", true, 1.8061678004535147);
  1028. Clockwork.voices:Add("Citizen", "READY WHEN YOU ARE", "Ready when you are", "vo/npc/male01/readywhenyouare01.wav", true, 0.70965986394557823);
  1029. Clockwork.voices:Add("Citizen", "RELOAD", "Cover me while I reload", "vo/npc/male01/coverwhilereload01.wav", true, 1.1617233560090703);
  1030. Clockwork.voices:Add("Citizen", "RIGHT ON", "Right on", "vo/npc/male01/answer32.wav", true, 0.65689342403628115);
  1031. Clockwork.voices:Add("Citizen", "RUN LIFE", "Run for your life", "vo/npc/male01/runforyourlife01.wav", true, 1.5342630385487528);
  1032. Clockwork.voices:Add("Citizen", "RUN", "Run", "vo/npc/male01/strider_run.wav", true, 0.80253968253968255);
  1033. Clockwork.voices:Add("Citizen", "SAME HERE", "Same here", "vo/npc/male01/answer07.wav", true, 0.79616780045351476);
  1034. Clockwork.voices:Add("Citizen", "SCANNERS", "Scanners", "vo/npc/male01/scanners01.wav", true, 0.5);
  1035. Clockwork.voices:Add("Citizen", "SCARING THE PIDGEONS", "You're scaring off the pidgeons", "vo/trainyard/male01/cit_bench04.wav", true, 1.5882086167800453);
  1036. Clockwork.voices:Add("Citizen", "SELL INSURANCE", "To think all I used to ever want to do was sell insurance", "vo/npc/male01/question02.wav", true, 2.4369160997732426);
  1037. Clockwork.voices:Add("Citizen", "SHELLING", "They're shelling us", "vo/canals/male01/stn6_shellingus.wav", true, 1);
  1038. Clockwork.voices:Add("Citizen", "SHIT", "Shit!", "vo/outland_12/reb1_buildingexplo06.wav", true);
  1039. Clockwork.voices:Add("Citizen", "SHOWER", "I can't remember the last time I had a shower", "vo/npc/male01/question19.wav", true, 2.4063265306122448);
  1040. Clockwork.voices:Add("Citizen", "SHUT UP", "Shut up", "vo/outland_08/chopper/reb_chop_shipdown03.wav", true);
  1041. Clockwork.voices:Add("Citizen", "SHUT UP2", "I'm not even going to tell you to shut up", "vo/npc/male01/answer17.wav", true, 1.6936281179138322);
  1042. Clockwork.voices:Add("Citizen", "SO WHAT NOW", "So, what now?", "vo/outland_11a/silo/reb1_idles01.wav", true);
  1043. Clockwork.voices:Add("Citizen", "SO WHAT NEXT", "So what happens next?", "vo/outland_11a/silo/reb1_idles01.wav", true);
  1044. Clockwork.voices:Add("Citizen", "SORRY", "Sorry", "vo/npc/male01/sorry01.wav", true, 0.58195011337868485);
  1045. Clockwork.voices:Add("Citizen", "SPEAK ENGLISH", "Speak English", "vo/npc/male01/vanswer05.wav", true, 1.0966893424036281);
  1046. Clockwork.voices:Add("Citizen", "SPREAD THE WORD", "Spread the word", "vo/npc/male01/gordead_ans10.wav", true, 0.70854875283446717);
  1047. Clockwork.voices:Add("Citizen", "STAY HERE", "I'll stay here", "vo/npc/male01/illstayhere01.wav", true, 0.79528344671201812);
  1048. Clockwork.voices:Add("Citizen", "STICKING HERE", "I'm sticking here", "vo/npc/male01/imstickinghere01.wav", true, 0.88961451247165535);
  1049. Clockwork.voices:Add("Citizen", "STINKING BUGS", "Stinkin' bugs!", "vo/outland_02/griggs_killlion_04.wav", true);
  1050. Clockwork.voices:Add("Citizen", "STOP LOOKING", "Stop looking at me like that", "vo/npc/male01/vquestion01.wav", true, 1.4101133786848072);
  1051. Clockwork.voices:Add("Citizen", "STRAIGHT TO THEIR UNIVERSE", "Let's take the fight to the Combine, eh doc? Straight to their universe, whaddya say?", "vo/outland_11a/silo/reb1_idles07.wav", true, 7.75);
  1052. Clockwork.voices:Add("Citizen", "STRIDER", "Strider", "vo/npc/male01/strider.wav", true, 0.95201814058956913);
  1053. Clockwork.voices:Add("Citizen", "SUPPLIES", "Hey down there! Supplies", "vo/npc/male01/cit_dropper01.wav", true, 2.624671201814059);
  1054. Clockwork.voices:Add("Citizen", "SURE ABOUT THAT", "You sure about that", "vo/npc/male01/answer37.wav", true, 0.97743764172335601);
  1055. Clockwork.voices:Add("Citizen", "TAKE A MIRACLE", "It's gonna take a damn miracle to get us out of this", "vo/outland_12/reb1_lastwaveannounced06.wav", true);
  1056. Clockwork.voices:Add("Citizen", "TAKE COVER", "Take cover", "vo/npc/male01/takecover02.wav", true, 0.58485260770975056);
  1057. Clockwork.voices:Add("Citizen", "TAKE IT DOWN", "God damn it, take it down!", "vo/outland_12/reb1_sawmillexplo06.wav", true);
  1058. Clockwork.voices:Add("Citizen", "TALK ABOUT IT LATER", "Can't we talk about this later", "vo/npc/male01/answer05.wav", true, 1.6006349206349206);
  1059. Clockwork.voices:Add("Citizen", "TALKING TO YOURSELF", "You're talking to yourself again", "vo/npc/male01/answer09.wav", true, 1.4136054421768707);
  1060. Clockwork.voices:Add("Citizen", "THE POINT", "What's the point", "vo/npc/male01/gordead_ans12.wav", true, 0.91585034013605437);
  1061. Clockwork.voices:Add("Citizen", "THE USE", "What's the use?", "vo/npc/male01/gordead_ans11.wav", true, 0.79306122448979588);
  1062. Clockwork.voices:Add("Citizen", "THINKING ABOUT", "Doesn't bare thinking about", "vo/npc/male01/answer12.wav", true, 1.144172335600907);
  1063. Clockwork.voices:Add("Citizen", "THIS CAN'T BE", "This can't be", "vo/npc/male01/gordead_ques06.wav", true, 0.8725396825396825);
  1064. Clockwork.voices:Add("Citizen", "THIS IS BAD", "This is bad", "vo/npc/male01/gordead_ques10.wav", true, 1.3356009070294785);
  1065. Clockwork.voices:Add("Citizen", "THIS WAR", "I don't think this war is ever gonna end", "vo/npc/male01/question01.wav", true, 1.9248072562358276);
  1066. Clockwork.voices:Add("Citizen", "THOUGHT ANGRY", "We thought you were here to help", "vo/npc/male01/heretohelp01.wav", true, 1.3380498866213153);
  1067. Clockwork.voices:Add("Citizen", "THOUGHT SAD", "We thought you were here to help", "vo/npc/male01/heretohelp02.wav", true, 1.5441269841269842);
  1068. Clockwork.voices:Add("Citizen", "TOMBSTONE", "I'll put it on your tombstone", "vo/npc/male01/answer11.wav", true, 1.3668027210884355);
  1069. Clockwork.voices:Add("Citizen", "TOO LOUD", "I wouldn't say that too loud...", "vo/npc/male01/answer10.wav", true, 1.351360544217687);
  1070. Clockwork.voices:Add("Citizen", "TRUSTED", "We trusted you", "vo/npc/male01/wetrustedyou02.wav", true, 1.3380498866213153);
  1071. Clockwork.voices:Add("Citizen", "TUNE", "I can't get this tune out of my head... *Whistling*", "vo/npc/male01/question23.wav", true, 7.2276643990929701);
  1072. Clockwork.voices:Add("Citizen", "USE A DRINK", "Well... I could sure use a drink. Who's with me?", "vo/outland_08/chopper/reb_chop_useadrink02.wav", true);
  1073. Clockwork.voices:Add("Citizen", "VORTS CALLING", "The Vorts are calling ya", "vo/outland_02/griggs_vortscalling.wav", true);
  1074. Clockwork.voices:Add("Citizen", "VORTS PISSED", "Jeez... I've never seen the Vorts this pissed!", "vo/outland_02/griggs_watchvorts_04.wav", true);
  1075. Clockwork.voices:Add("Citizen", "VORTS WOULD SAY", "Uh, I dunno. Sounds like somethin' the Vorts would say", "vo/outland_02/griggs_vortswouldsay.wav", true);
  1076. Clockwork.voices:Add("Citizen", "UNWANTED ATTENTION", "Stay back, you'll attract unwanted attention", "vo/trainyard/male01/cit_bench01.wav", true, 2.5865306122448981);
  1077. Clockwork.voices:Add("Citizen", "WAIT IN LINE", "You gotta be damn hungry to wait in line for this crap", "vo/trainyard/male01/cit_foodline03.wav", true, 3.1693877551020408);
  1078. Clockwork.voices:Add("Citizen", "WAITING FOR SOMEBODY", "You waiting for somebody", "vo/npc/male01/waitingsomebody.wav", true, 1.1382993197278912);
  1079. Clockwork.voices:Add("Citizen", "WASN'T PART OF THE PLAN", "I'm pretty sure this wasn't part of the plan", "vo/npc/male01/question11.wav", true, 1.9225170068027211);
  1080. Clockwork.voices:Add("Citizen", "WATCH OUT", "Watch out!", "vo/npc/male01/watchout.wav", true, 0.72707482993197281);
  1081. Clockwork.voices:Add("Citizen", "WE CAN DO THIS", "We can do this, right guys? ...yeah, we can do this...", "vo/outland_02/griggs_betweenwave_09.wav", true);
  1082. Clockwork.voices:Add("Citizen", "WELL NOW WHAT", "Well... now what", "vo/npc/male01/gordead_ans15.wav", true, 1.8430839002267574);
  1083. Clockwork.voices:Add("Citizen", "WHAT I THINK", "Doesn't anyone care what I think", "vo/npc/male01/question22.wav", true, 1.7041950113378685);
  1084. Clockwork.voices:Add("Citizen", "WHAT AM I SUPPOSED TO DO ABOUT IT", "What am I suppose to do about it", "vo/npc/male01/answer29.wav", true, 2.2);
  1085. Clockwork.voices:Add("Citizen", "WHAT YOU'RE DOING", "Watch what you're doing", "vo/npc/male01/watchwhat.wav", true, 1.1290702947845805);
  1086. Clockwork.voices:Add("Citizen", "WHO AM I KIDDING", "When this is all over... Who am I kidding", "vo/npc/male01/question04.wav", true, 3.887437641723356);
  1087. Clockwork.voices:Add("Citizen", "WHY ARE YOU TELLING ME", "Why are you telling me", "vo/npc/male01/answer24.wav", true, 1.0823809523809524);
  1088. Clockwork.voices:Add("Citizen", "WHY GO ON", "Why go on", "vo/npc/male01/gordead_ans13.wav", true, 1.0654875283446712);
  1089. Clockwork.voices:Add("Citizen", "WHY SO MANY", "Why are there so many?", "vo/outland_02/griggs_whysomany.wav", true);
  1090. Clockwork.voices:Add("Citizen", "WISH I HAD A DIME", "I wish I had a dime for every time somebody said that", "vo/npc/male01/answer28.wav", true, 2.7822448979591838);
  1091. Clockwork.voices:Add("Citizen", "WITH YOU", "I'm with you", "vo/npc/male01/answer13.wav", true, 0.68630385487528345);
  1092. Clockwork.voices:Add("Citizen", "WORD TO THE WISE", "Word to the wise, keep it to yourself", "vo/trainyard/male01/cit_pedestrian02.wav", true, 2.5372335600907028);
  1093. Clockwork.voices:Add("Citizen", "WORSE NOT BETTER", "Looks to me like things are getting worse, not better", "vo/npc/male01/question12.wav", true, 2.5256235827664399);
  1094. Clockwork.voices:Add("Citizen", "YEAH", "Yeah", "vo/npc/male01/yeah02.wav", true, 0.7248979591836735);
  1095. Clockwork.voices:Add("Citizen", "YOU ALL OVER", "That's you all over", "vo/npc/male01/answer01.wav", true, 1.1900907029478458);
  1096. Clockwork.voices:Add("Citizen", "YOU AND ME BOTH", "Hah, you and me both", "vo/npc/male01/answer14.wav", true, 1.1931065759637187);
  1097. Clockwork.voices:Add("Citizen", "YOU NEVER KNOW", "You never know", "vo/npc/male01/answer22.wav", true, 0.85240362811791381);
  1098. Clockwork.voices:Add("Citizen", "YOU TALKING TO ME", "You talking to me", "vo/npc/male01/answer30.wav", true, 0.70671201814058959);
  1099. Clockwork.voices:Add("Citizen", "ZOMBIES SCARED", "Zooombies", "vo/npc/male01/zombies01.wav", true, 0.88888888888888884);
  1100. Clockwork.voices:Add("Citizen", "ZOMBIES", "Zombies", "vo/npc/male01/zombies02.wav", true, 0.81995464852607713);
  1101. Clockwork.voices:Add("Citizen", "WHOOPS", "Whoops", "vo/npc/male01/whoops01.wav", true, 0.48206349206349208);
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