//KNUCKLES
$random weapons/fist/swing { weapons/fist/swing1 weapons/fist/swing2 }
weapons/fist/swing1		FISTSW1
weapons/fist/swing2		FISTSW2

$random weapons/fist/punch { weapons/fist/punch1 weapons/fist/punch2 weapons/fist/punch3 }
weapons/fist/punch1		FISTPUN1
weapons/fist/punch2		FISTPUN2
weapons/fist/punch3		FISTPUN3

weapons/foot/swing		KICK

weapons/foot/kick		KICKHIT

//CHAINSAW
weapons/chainsaw/up		CSAWUP
weapons/chainsaw/draw	CSAWDRAW
weapons/chainsaw/start	CSAWSTRT
weapons/chainsaw/loop	CSAWLOOP
weapons/chainsaw/stop	CSAWSTOP
weapons/chainsaw/raise  CSAWRAIS
weapons/chainsaw/lower  CSAWLOW
weapons/chainsaw/idle	CSAWREDY

$random weapons/chainsaw/hitwall { SAWALL01	SAWALL02 SAWALL03 }
SAWALL01	SAWALL01
SAWALL02	SAWALL02
SAWALL03	SAWALL03
$random saw/flesh { SAWHIT01 SAWHIT02 SAWHIT03 }
SAWHIT01	SAWHIT01
SAWHIT02	SAWHIT02
SAWHIT03	SAWHIT03
$random slice/flesh { SLCHIT01 SLCHIT02 SLCHIT03 }
SLCHIT01	SLCHIT01
SLCHIT02	SLCHIT02
SLCHIT03	SLCHIT03

$volume weapons/chainsaw/idle		0.4
$volume weapons/chainsaw/loop		0.7
$volume weapons/chainsaw/stop		0.7
$volume weapons/chainsaw/hitwall	0.6
$volume saw/flesh					0.8
$volume slice/flesh					0.8

FUELJUG		FUELJUG

//BERETTA PISTOLS
$random weapons/beretta/fire { PISS1 PISS2 PISS3 }
PISS1	PISS1
PISS2	PISS2
PISS3	PISS3
$random weapons/beretta/fire2 { PISS1 PISS2 PISS3 }
PISS1	PISS1
PISS2	PISS2
PISS3	PISS3

weapons/beretta/ready	DRAW
weapons/beretta/snap	SNAP
weapons/beretta/magdrop	MAGDROP

$limit  weapons/beretta/fire2		0
$volume weapons/beretta/fire2		0.6
$limit  weapons/beretta/fire		0
$volume weapons/beretta/fire		0.9
$volume weapons/beretta/snap		0.6

//1911
weapons/1911/slide		SLIDE
weapons/1911/reload		LOAD
weapons/1911/snap		SNAP

$random weapons/1911/fire {1911A 1911B 1911C 1911D }
1911A	1911A
1911B	1911B
1911C	1911C
1911D	1911D

$volume weapons/1911/fire			0.7

//MP40
weapons/MP40			DSMP40
weapons/MP40/fire		DSMP40
weapons/MP40/reload		RELOAD
weapons/MP40/cock		CLIPIN
weapon/mp40				CLIPIN

$volume weapons/MP40/fire			0.45
$limit weapons/MP40/fire			0

//RIOTGUN
weapons/riotgun/pickup		SGUNUP
weapons/riotgun/raise		SGUNRS
weapons/riotgun/draw		SGDRAW
weapons/riotgun/pumpback	PUMPBACK
weapons/riotgun/pumpforth	PUMPFRTH

$random weapons/riotgun/fire { SHOT_1 SHOT_2 SHOT_3 }
SHOT_1  SHOT_1
SHOT_2  SHOT_2
SHOT_3  SHOT_3
SHOT_4  SHOT_4

$random weapons/riotgun/load {SGS1 SGS2 SGS3 SGS4 SGS5 SGS6 SGS7 SGS8}
SGS1     SGS1
SGS2     SGS2
SGS3     SGS3
SGS4     SGS4
SGS5     SGS5
SGS6     SGS6
SGS7     SGS7
SGS8     SGS8

$volume weapons/riotgun/raise		1.0
$volume weapons/riotgun/fire		1.0
$volume weapons/riotgun/pumpforth	0.8

//COACH GUN
weapons/singleR SINGLE1
weapons/singleL SINGLE2

$random weapons/kapow { DOUBLE1	DOUBLE2 }
DOUBLE1	DOUBLE1
DOUBLE2	DOUBLE2

weapons/shellslinger/open SSGOPEN
weapons/shellslinger/load SSGLOAD
weapons/shellslinger/close CGCLOSE

$limit weapons/single				0
$volume weapons/singleR				0.7
$volume weapons/singleL				0.7
$volume weapons/kapow				0.7

//MACHINE RIFLE
$random weapons/rifle/fire { RIFLE01 RIFLE02 RIFLE03 }
RIFLE01		RIFLE01
RIFLE02		RIFLE02
RIFLE03		RIFLE03

weapons/rifle/slap		SLAPP
weapons/rifle/out		MAGOUT
weapons/rifle/in		MAGIN
weapons/rifle/bolt		MAGBOLT
weapons/rifle/up		RFLUP
$random zombie/fire { RIFLE01 RIFLE02 RIFLE03 }
RIFLE01		RIFLE01
RIFLE02		RIFLE02
RIFLE03		RIFLE03

$limit weapons/rifle/fire			0
$volume weapons/rifle/fire			0.6
$volume weapons/rifle/out			1.0
$volume weapons/rifle/in			1.0
$volume weapons/rifle/bolt			0.8
$volume weapons/rifle/up			1.0
$volume weapons/rifle/slap			1.0
$volume zombie/fire					0.5

//MINIGUN
weapon/minigun				CHGNPKUP
weapons/chaingun/start		CHAINSTA
weapons/chaingun/spin   	VULCAN
weapons/chaingun/stop		CHAINSTO
weapons/chaingun/load		CHNLOAD
weapons/chaingun/feed		CHNFEED
$random weapons/rotarypulse/fire { PLASA0 PLASB0 PLASC0 }
PLASA0	PLASA0
PLASB0	PLASB0
PLASC0	PLASC0
$volume weapons/rotarypulse/fire	0.6
$volume weapons/chaingun/fire		0.4
$volume weapons/chaingun/spin		0.6
$volume weapons/chaingun/stop		1.0
$volume weapons/chaingun/start		1.0
$volume weapons/chaingun/load		1.0

//SATURN V
weapons/launcher/up		LNCHRUP
weapons/launcher/fire	RLFIRE
weapons/launcher/load	RLOAD
weapons/launcher/ready	RLREADY
weapons/launcher/hit	RLHIT
weapons/grenade/fire	DSGRENAD
$random weapons/grenadebounce	{ GRBNCE01 GRBNCE02 GRBNCE03 }
GRBNCE01	GRBNCE01
GRBNCE02	GRBNCE02
GRBNCE03	GRBNCE03

$limit weapons/launcher/fire		0
$volume weapons/launcher/fire		0.9
$limit weapons/launcher/load		0
$volume weapons/launcher/load		1.0

//NOVA RIFLE
weapons/plasmagun/upsound PLASMA_R
weapons/plasmagun/dryfire PLDRY
$random weapons/plasmagun/fire { PLASA0 PLASB0 PLASC0 }
PLASA0	PLASA0
PLASB0	PLASB0
PLASC0	PLASC0
$random weapons/plasmad/explode { EXPLA0 EXPLB0 EXPLC0 }
EXPLA0	EXPLA0
EXPLB0  EXPLB0
EXPLC0  EXPLC0
weapons/plasmagun/spread PLAZMA
weapons/plasmagun/reload PLREADY
weapons/plasmagun/beep	BEPBEP
weapons/plasmagun/charge PLCHRGE

//TITAN
weapons/bfg/start	BFGSTART
weapons/bfg/pickup  BFGUP
weapons/bfg/fire	BFGFIRE
weapons/bfg/classic DSBFG
weapons/bfg/reload  BFGLOAD

//CASINGS
$volume weapons/casing			0.4
$random weapons/casing { DSCASIN1 DSCASIN2 DSCASIN3 }

DSCASIN1	DSCASIN1
DSCASIN2	DSCASIN2
DSCASIN3	DSCASIN3

$volume 1911/casing				0.4
$random 1911/casing { 45CASIN1 45CASIN2 45CASIN3 }

45CASIN1	45CASIN1
45CASIN2	45CASIN2
45CASIN3	45CASIN3

$volume weapons/shotgunshells	0.4
$random weapons/shotgunshells { DSSHELL4 DSSHELL5 DSSHELL6 DSSHELL7 }
DSSHELL4	DSSHELL4
DSSHELL5	DSSHELL5
DSSHELL6	DSSHELL6
DSSHELL7	DSSHELL7

$volume chaingun/casing			0.5
$limit chaingun/casing			3
$random chaingun/casing { CHGNCAS1 CHGNCAS2 CHGNCAS3 }

CHGNCAS1	CHGNCAS1
CHGNCAS2	CHGNCAS2
CHGNCAS3	CHGNCAS3

/*ITEMS*/

ammoup			AMMOUP
bulletup		BULLETUP
shellup			SHELLUP
ammoboxup		BIGBOXUP
rocketup		ROCKETUP
armorup			ARMOURUP
smallarmorup	ARMORUP
smallhbonus		HBONUS
healthup		HEALTHUP
smallhealthup	STIMUP
berserkup		BRSRKUP
backpackup		BCKPCKUP
blurup			BLURUP
gogup			GOGUP
invup			INVUP
compup			COMPUP
megaup			MEGAUP
cellup			CELLUP
misc/k_pkup		KEYPCKP

$volume misc/k_pkup				0.6
$volume misc/invup				0.5
/*
$limit ammoup					0
$limit bulletup					0
$limit shellup					0
$limit ammoboxup				0
$limit rocketup					0
$limit backpackup				0
$limit armorup					0
$limit smallarmorup				0
$limit smallhbonus				0
$limit healthup					0
$limit smallhealthup			0
*/
$singular berserkup
$singular blurup
$singular megaup
$singular invup
$singular gogup
$singular compup

//misc/secret
$random misc/secret		{ SECRET01 SECRET02 }
SECRET01	SECRET01
SECRET02	SECRET02

$random whiz {whiz01 whiz02 whiz03 whiz04 whiz05 whiz06 whiz07 whiz08 whiz09 whiz10)
whiz01	WHIZ1
whiz02	WHIZ2
whiz03	WHIZ3
whiz04	WHIZ4
whiz05	WHIZ5
whiz06	WHIZ6
whiz07	WHIZ7
whiz08	WHIZ8
whiz09	WHIZ9
whiz10	WHIZ10

$random ricochet {impact01 impact02 impact03 impact04 impact05 impact06 impact07 impact08 impact09 impact10}
impact01	impact01
impact02	impact02
impact03	impact03
impact04	impact04
impact05	impact05
impact06	impact06
impact07	impact07
impact08	impact08
impact09	impact09
impact10	impact10

/*
$random world/barrelx { barexp01 barexp02 }

barexp01	BAREXP01
barexp02	BAREXP02

$volume barrelx					0.4
*/

//POSSESSED

$volume grunt/attack			0.5
grunt/attack	RIFLSHOT

$random shotguy/attack { ZSHOT_1 ZSHOT_2 ZSHOT_3 }
ZSHOT_1	ZSHOT_1
ZSHOT_2	ZSHOT_2
ZSHOT_3	ZSHOT_3

chainguy/attack	DSCHAIN