// BREAKDOWN 2 SPEECH SYSTEM SENTENCES. DO NOT MODIFY THIS FILE! Max of 1023 sentences.


// HUMAN GRUNTS
HG_GREN0 hgrunt/clik(p120) grenade! clik
HG_GREN1 hgrunt/(t30) clik take!(e75) cover!(s5) clik
HG_GREN2 hgrunt/clik clik oh! shit! clik
HG_GREN3 hgrunt/(p110 t40) clik(p120) get!(e78) down!(t30) clik 
HG_GREN4 hgrunt/clik(p110) (t40) of!(e75) god! clik(p110)
HG_GREN5 hgrunt/clik no! clik
HG_GREN6 hgrunt/clik move! clik(p120)

// Player Alert
HG_ALERT1 hgrunt/clik(p110) target! clik
HG_ALERT2 hgrunt/clik movement! clik
HG_ALERT3 hgrunt/(t40) shit!(t20), (t50) we! got! hostiles!(p120 t0) clik
HG_ALERT6 hgrunt/(t30) clik clik move!(e75) in! clik(p120)

// Monster Alert
HG_MONST0 hgrunt/clik(p110) (t50) bogies!(t0), my! sector!(t0) clik
HG_MONST1 hgrunt/clik(p110) (t40) clik(p120) we!(e75) got! bogies! clik
HG_MONST2 hgrunt/clik clik (t30) alien!(e85) alert! clik
HG_MONST3 hgrunt/clik clik (t30) alien!(e85) movement!(t0) clik(p120)

// Take cover
HG_COVER0 hgrunt/clik (t30) take! cover!(t0) clik
HG_COVER1 hgrunt/clik (t45) (e75) I!(e80) need!(e80) suppressing!(t20) fire!(t10) clik
HG_COVER2 hgrunt/clik (t45) we! need! backup!(t10) clik
HG_COVER3 hgrunt/clik(p120) (t40) two!(e75) hot!(e80) here! clik
HG_COVER4 hgrunt/clik(p110) (t30) fall!(e80) out! clik clik
HG_COVER5 hgrunt/clik(p120) (t20) clear! this! area! clik
HG_COVER6 hgrunt/clik (t40) god! damn! clik
HG_COVER7 hgrunt/clik (t40) cover!(e75) fire! clik

// Throw grenade
HG_THROW0 hgrunt/clik(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) clik
HG_THROW1 hgrunt/clik (t30) take!(e75) this!(e100 t0) clik
HG_THROW2 hgrunt/clik (t35) fire in the(e50) hole clik(p120)
HG_THROW3 hgrunt/clik(p110) (t35 e80) squad, stay down clik
 
// Taunt
HG_TAUNT0 hgrunt/clik (t30 e75) uhh, we got heavy fire here clik
HG_TAUNT1 hgrunt/clik(p120) (t40) roger, hold position clik
HG_TAUNT2 hgrunt/clik (t40) we!(e80) will!(e75) kick!(e80) your!(e75) ass! clik
HG_TAUNT3 hgrunt/clik (t40) mister, you(e75) are going down clik
HG_TAUNT4 hgrunt/clik(p120) (t40) you got nothing clik
HG_TAUNT5 hgrunt/clik(p110) (t40) request! backup! clik(p120) clik

// Charge
HG_CHARGE0 hgrunt/clik (t40) go! recon! clik(p120)
HG_CHARGE1 hgrunt/clik(p110) (t40) move!(e75) in! clik
HG_CHARGE2 hgrunt/clik go! clik(p120)
HG_CHARGE3 hgrunt/clik lets! go! clik(p120)

// Idle
HG_IDLE0 hgrunt/gr_idle1
HG_IDLE1 hgrunt/gr_idle2
HG_IDLE2 hgrunt/gr_idle3

HG_QUEST0 hgrunt/clik (t25) stay(e80) alert people clik(p120)
HG_QUEST1 hgrunt/clik (t30) radio(e75) check, over clik(p120) 
HG_QUEST2 hgrunt/clik (t20) maintain lookout clik(p120)
HG_QUEST3 hgrunt/clik(p110) (t30) squad, quiet(e75) down clik(p120)
HG_QUEST4 hgrunt/clik(p120) (t30) hold position, clik
HG_QUEST5 hgrunt/clik(p120) (t30) sweep(e80) that sector, clik(p120) clik(p120)
HG_QUEST6 hgrunt/clik(p120) (t30) uhh, go tango sweep formation clik(p120) clik(p120)
HG_QUEST7 hgrunt/clik(p120) (t30) echo(e75) mission is go clik(p120) clik(p120)
HG_QUEST8 hgrunt/clik(p110) (t30) fire(e75) team, weapons(e75) check ok clik(p120) clik
HG_QUEST9 hgrunt/clik(p110) (t30) fire(e75) team, objective foxtrot niner clik(p120)
HG_QUEST10 hgrunt/clik (t30) ok(e75) mission, zero(e75) niner clik

HG_ANSWER0 hgrunt/clik(p110) (t20) uhh roger(e75) that, clik(p120) clik
HG_ANSWER1 hgrunt/clik(p120) (t10) yessir clik
HG_ANSWER2 hgrunt/clik(p120) (t30) affirmative, sir clik
HG_ANSWER3 hgrunt/clik (t30) negative clik(p120) clik
HG_ANSWER4 hgrunt/clik(p105) (t30) roger clik
HG_ANSWER5 hgrunt/clik(p105) (t30) ok control clik
HG_ANSWER6 hgrunt/clik(p105) (t30) that(e75) is, uhh, affirmative clik

HG_CLEAR0 hgrunt/clik(p130) (t30) all(e75) clear sir, clik
HG_CLEAR1 hgrunt/clik (t30) bravo(e75) post, clear clik(p120)
HG_CLEAR2 hgrunt/clik(p110) (t30) delta(e75) team, clear clik(p120)
HG_CLEAR3 hgrunt/clik(p110) (t40) no sign hostiles sir, over clik(p120)
HG_CLEAR4 hgrunt/clik (t30) no(e80) sign objective sir, over clik(p120)
HG_CLEAR5 hgrunt/clik (t30) no(e75) movement this level clik(p120)
HG_CLEAR6 hgrunt/clik(p120) (t28) sir, sector secure, over clik(p120) clik(p120)
HG_CLEAR7 hgrunt/clik(p120) (t30) command(e75) post, team in position, over clik
HG_CLEAR8 hgrunt/clik (t30) recon, in(e75) position, all quiet clik(p120)
HG_CLEAR9 hgrunt/clik(p110) (t30) lookout(e90) post, all quiet, over clik(p110)
HG_CLEAR10 hgrunt/clik (t40) sir, I(e80) here(e75) something clik
HG_CLEAR11 hgrunt/clik(p120) (t30) sir, uhh, zero movement, over clik
HG_CLEAR12 hgrunt/clik (t30) area secure sir, over clik(p120)

HG_CHECK0 hgrunt/clik (t30) ok, check(e75) in clik
HG_CHECK1 hgrunt/clik(p110) (t30) squad, are(e80) hostiles clear clik(p120)
HG_CHECK2 hgrunt/clik (t30) check(e80) in people clik
HG_CHECK3 hgrunt/clik (t30) lookout, check(e75) in clik(p110)
HG_CHECK4 hgrunt/clik (t30) recon(e90) team, check(e80) in clik
HG_CHECK5 hgrunt/clik(p130) (t30) movement check, over clik
HG_CHECK6 hgrunt/clik (t30) check your zone, over, clik
HG_CHECK7 hgrunt/clik (t30) everything(e85) ok(e75) there, clik(p130)

// Narrative
HG_SNOOP1A hgrunt/c2a2_hg_chat1a
HG_SNOOP2A hgrunt/c2a2_hg_chat2a
HG_SNOOP3A hgrunt/c2a2_hg_chat3a
HG_SNOOP4A hgrunt/c2a2_hg_chat4a
HG_SNOOP5A hgrunt/c2a2_hg_chat5a

HG_DRAG1A hgrunt/c2a3_hg_1drag
HG_DRAG2A hgrunt/c2a3_hg_2drag
HG_DRAG3A hgrunt/c2a3_hg_3drag
HG_DRAG4A hgrunt/c2a3_hg_4drag
HG_DRAG5A hgrunt/c2a3_hg_5drag
HG_DRAG6A hgrunt/c2a3_hg_laugh

HG_SUCKS hgrunt/hg_sucks
HG_CIVVIES hgrunt/hg_civvies


// HEV Suit

// powerup
HEV_AAx fvox/bell, HEV_logon, powerarmor_on, atmospherics_on,vitalsigns_on, automedic_on, weaponselect_on, munitionview_on, communications_on, safe_day
HEV_A0 fvox/bell, HEV_logon

HEV_A1 fvox/blip blip(p130) powermove_on
HEV_A2 fvox/blip blip powerarmor_on
HEV_A3 fvox/blip blip(p130) atmospherics_on
HEV_A4 fvox/blip blip vitalsigns_on boop, boop, boop
HEV_A5 fvox/blip blip(p130) munitionview_on
HEV_A6 fvox/blip blip communications_on
HEV_A7 fvox/blip blip(p70) weaponselect_on
HEV_A8 fvox/blip blip(p70) automedic_on
HEV_A9 fvox/fuzz power_level_is onehundred percent
HEV_A10 fvox/safe_day, bell

// medical
HEV_DEAD0 fvox/beep beep, beep beep, beep, beep, flatline
HEV_DEAD1 fvox/beep beep, beep beep, beep, flatline

HEV_MED0 fvox/(p140) boop, boop, boop, (p100) innsufficient_medical
HEV_MED1 fvox/(p140) boop, boop, boop, (p100) automedic_on
HEV_MED2 fvox/(p140) boop, boop, boop, (p100) administering_medical

HEV_HEAL0 fvox/(p140) boop, boop, boop, (p100) wound_sterilized, blip(p130 v50), blip(p130 v40), hiss, morphine_shot
HEV_HEAL1 fvox/(p140) boop, boop, boop, (p100) torniquette_applied, bleeding_stopped
HEV_HEAL2 fvox/(p140) boop, boop, boop, (p100) bleeding_stopped
HEV_HEAL3 fvox/(p140) boop, boop, boop, (p100) blood_plasma
HEV_HEAL4 fvox/(p140) boop, boop, boop, (p100) hiss, antitoxin_shot
HEV_HEAL5 fvox/(p140) boop, boop, boop, (p100) hiss, antidote_shot
HEV_HEAL6 fvox/(p140) boop, boop, boop, (p100) hiss, wound_sterilized
HEV_HEAL7 fvox/(p140) boop, boop, boop, (p100) hiss, morphine_shot
HEV_HEAL8 fvox/(p140) boop, boop, boop, (p100) medical_repaired

HEV_DMG0 fvox/(p160) boop, boop, boop, (p100) minor_lacerations
HEV_DMG1 fvox/(p160) boop, boop, boop, (p100) major_lacerations
HEV_DMG2 fvox/(p160) boop, boop, boop, (p100) internal_bleeding
HEV_DMG3 fvox/(p160) boop, boop, boop, (p100) blood_toxins
HEV_DMG4 fvox/(p160) boop, boop, boop, (p100) minor_fracture
HEV_DMG5 fvox/(p160) boop, boop, boop, (p100) major_fracture
HEV_DMG6 fvox/(p160) boop, boop, boop, (p100) blood_loss
HEV_DMG7 fvox/(p140) boop, boop, boop, (p100) seek_medic

HEV_HLTH0 fvox/(p120) beep, beep, (p100) health_dropping
HEV_HLTH1 fvox/(p120) beep, beep, (p100) health_dropping2
HEV_HLTH2 fvox/(p120) beep, beep, beep, (p100) health_critical
HEV_HLTH3 fvox/(p120) beep, beep, beep, (p100) near_death
HEV_HLTH4 fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area
HEV_HLTH5 fvox/(p140) beep, beep, beep, (p100) health_critical, evacuate_area
HEV_HLTH6 fvox/(p140) beep, beep, beep, (p100) near_death, evacuate_area immediately

HEV_SHOCK fvox/(p120) beep, beep, (p100) warning, shock_damage
HEV_FIRE fvox/(p120) beep, beep, (p100) warning, heat_damage

// items
HEV_AIM_ON fvox/blip targetting_system activated
HEV_AIM_OFF fvox/blip targetting_system deactivated
HEV_BATTERY fvox/blip get_battery acquired
HEV_MEDKIT fvox/blip get_medkit(v80)

HEV_PISTOL fvox/blip get_pistol acquired
HEV_SHOTGUN fvox/blip get_shotgun
HEV_GRENADE fvox/blip get_grenade acquired
HEV_ASSAULT fvox/blip get_assault acquired
HEV_44PISTOL fvox/blip get_44pistol acquired
HEV_RPG fvox/blip get_rpg acquired
HEV_SATCHEL fvox/blip get_satchel acquired
HEV_TRIPMINE fvox/blip get_tripmine acquired
HEV_HORNET fvox/blip get_alien_wpn
HEV_SQUEEK fvox/blip get_alien_wpn
HEV_EGON fvox/blip get_egon acquired
HEV_GAUSS fvox/blip get_gauss acquired
HEV_XBOW fvox/blip get_crossbow acquired

HEV_9MM fvox/blip get_9mmclip acquired
HEV_44AMMO fvox/blip get_44ammo acquired
HEV_BUCKSHOT fvox/blip get_buckshot acquired
HEV_BOLTS fvox/blip get_bolts acquired
HEV_RPGAMMO fvox/blip get_rpgammo acquired
HEV_AGRENADE fvox/blip get_assaultgren acquired
HEV_EGONPOWER fvox/blip get_egonpower acquired

// time
//HEV_C1t fvox/bell time_is_now one AM
//HEV_C13t fvox/bell time_is_now one PM

// power levels
HEV_D00 fvox/fuzz fuzz(p130), power_restored
HEV_D01 fvox/fuzz fuzz(p80), hev_shutdown

HEV_0P fvox/fuzz fuzz, power_below five percent 
HEV_1P fvox/fuzz fuzz, power_restored(e30), ten percent
HEV_2P fvox/fuzz fuzz, power_restored(e30), fifteen percent
HEV_3P fvox/fuzz fuzz, power_restored(e30), twenty percent
HEV_4P fvox/fuzz fuzz, power_restored(e30), twenty five percent
HEV_5P fvox/fuzz fuzz, power_restored(e30), thirty percent
HEV_6P fvox/fuzz fuzz, power_restored(e30), thirty five percent
HEV_7P fvox/fuzz fuzz, power_restored(e30), fourty percent
HEV_8P fvox/fuzz fuzz, power_restored(e30), fourty five percent
HEV_9P fvox/fuzz fuzz, power_restored(e30), fifty percent
HEV_10P fvox/fuzz fuzz, power_restored(e30), fifty five percent
HEV_11P fvox/fuzz fuzz, power_restored(e30), sixty percent
HEV_12P fvox/fuzz fuzz, power_restored(e30), sixty five percent
HEV_13P fvox/fuzz fuzz, power_restored(e30), seventy percent
HEV_14P fvox/fuzz fuzz, power_restored(e30), seventy five percent
HEV_15P fvox/fuzz fuzz, power_restored(e30), eighty percent
HEV_16P fvox/fuzz fuzz, power_restored(e30), eighty five percent
HEV_17P fvox/fuzz fuzz, power_restored(e30), ninety percent
HEV_18P fvox/fuzz fuzz, power_restored(e30), ninety five percent
HEV_19P fvox/fuzz fuzz, power_level_is onehundred percent

// weapon/ammo
HEV_AMO0 fvox/blip ammo_depleted

// suit
HEV_V0 fvox/blip, voice_on
HEV_V1 fvox/blip, voice_off

HEV_E0 fvox/buzz buzz, armor_gone
HEV_E1 fvox/buzz, armor_gone
HEV_E2 fvox/buzz, hev_critical_fail
HEV_E3 fvox/buzz, hev_general_fail
HEV_E4 fvox/buzz, hev_damage
HEV_E5 fvox/buzz, powermove_overload

// time remaining countdown
//HEV_F10t fvox/bell time_remaining ten seconds
//HEV_F15t fvox/bell time_remaining fifteen seconds
//HEV_F20t fvox/bell time_remaining twenty seconds
//HEV_F30t fvox/bell time_remaining thirty seconds

// detections
HEV_DET0 fvox/blip blip blip, biohazard_detected
HEV_DET1 fvox/blip blip blip, chemical_detected 
HEV_DET2 fvox/blip blip blip, radiation_detected
HEV_DET3 fvox/blip blip blip, bio_reading
HEV_DET4 fvox/blip blip blip, antitoxin_shot(e50), onehundred percent
HEV_DET5 fvox/blip blip blip, antitoxin_shot(e25) radiation_detected(e50), onehundred percent

//HEV_GR0r fvox/range twenty meters(t60)
//HEV_GR1r fvox/range nineteen meters
//HEV_GR2r fvox/range eighteen meters


// BARNEY
BA_OK0 barney/teamup2
BA_OK1 barney/dobettertogether
BA_OK2 barney/imwithyou
BA_OK3 barney/teamup1
BA_OK4 barney/gladtolendhand
BA_OK5 barney/letsgo
BA_OK6 barney/letsmoveit

BA_WAIT0 barney/helpothers
BA_WAIT1 barney/iwaithere
BA_WAIT2 barney/slowingyoudown
BA_WAIT3 barney/illwait
BA_WAIT4 barney/seeya
BA_WAIT5 barney/standguard

BA_HELLO0 barney/hellonicesuit
BA_HELLO1 barney/howdy
BA_HELLO2 barney/howyoudoing
BA_HELLO3 barney/haybuddy
BA_HELLO4 barney/hayfella
BA_HELLO5 barney/heybuddy
BA_HELLO6 barney/heyfella

BA_QUESTION0 barney/beertopside
BA_QUESTION1 barney/wayout
BA_QUESTION2 barney/getanyworse
BA_QUESTION3 barney/gladof38
BA_QUESTION4 barney/workingonstuff
BA_QUESTION5 barney/wayout
BA_QUESTION6 barney/whatsgoingon
BA_QUESTION7 barney/aintscared
BA_QUESTION8 barney/nodrill
BA_QUESTION9 barney/gettingcloser
BA_QUESTION10 barney/youhearthat
BA_QUESTION11 barney/crewdied
BA_QUESTION12 barney/somethingmoves
BA_QUESTION13 barney/thinking
BA_QUESTION14 barney/missingleg

BA_ANSWER0 barney/noway
BA_ANSWER1 barney/ireckon
BA_ANSWER2 barney/soundsright
BA_ANSWER3 barney/yessir
BA_ANSWER4 barney/youbet
BA_ANSWER5 barney/yougotit
BA_ANSWER6 barney/yup
BA_ANSWER7 barney/dontaskme
BA_ANSWER8 barney/dontbet
BA_ANSWER9 barney/dontbuyit
BA_ANSWER10 barney/dontfigure
BA_ANSWER11 barney/dontguess
BA_ANSWER12 barney/hardtosay
BA_ANSWER13 barney/justdontknow
BA_ANSWER14 barney/nope
BA_ANSWER15 barney/nosir
BA_ANSWER16 barney/cantfigure
BA_ANSWER17 barney/maybe
BA_ANSWER18 barney/notelling
BA_ANSWER19 barney/bequiet
BA_ANSWER20 barney/youtalkmuch
BA_ANSWER21 barney/alreadyasked

// player is staring at barney
BA_STARE0 barney/yup
BA_STARE1 barney/yessir
BA_STARE2 barney/howyoudoing
BA_STARE3 barney/heyfella

BA_IDLE0 barney/whatisthat
BA_IDLE1 barney/coldone
BA_IDLE2 barney/guyresponsible
BA_IDLE3 barney/bigmess
BA_IDLE4 barney/luckwillturn
BA_IDLE5 barney/bigplace
BA_IDLE6 barney/targetpractice
BA_IDLE7 barney/badfeeling
BA_IDLE8 barney/ambush
BA_IDLE9 barney/survive
BA_IDLE10 barney/stophere

BA_ATTACK0 barney/openfire(e50)
BA_ATTACK1 barney/openfire(s50)
BA_ATTACK2 barney/standback
BA_ATTACK3 barney/whatisthat
BA_ATTACK4 barney/diebloodsucker
BA_ATTACK5 barney/aimforhead

BA_HEAR0 barney/hearsomething
BA_HEAR1 barney/icanhear
BA_HEAR2 barney/soundsbad

BA_SMELL0 barney/somethingdied
BA_SMELL1 barney/somethingstinky
BA_SMELL2 barney/stench

BA_CUREA barney/checkwounds
BA_CUREB barney/youneedmedic
BA_CUREC barney/realbadwound

BA_SCARED0 barney/donthurtem
BA_SCARED1 barney/leavealone

BA_WOUND0 barney/imhit
BA_WOUND1 barney/hitbad
BA_MORTAL0 barney/imdead

// if you shoot Barney:
BA_SHOT0 barney/ba_whoathere
BA_SHOT1 barney/ba_dotoyou
BA_SHOT2 barney/ba_watchit
BA_SHOT3 barney/ba_whatyou
BA_SHOT4 barney/ba_friends
BA_SHOT5 barney/ba_pissme

// when Barneys really pissed at you:
BA_MAD0 barney/ba_stepoff
BA_MAD1 barney/ba_iwish
BA_MAD2 barney/ba_uwish
BA_MAD3 barney/ba_somuch
BA_MAD4 barney/ba_endline
BA_MAD5 barney/ba_dontmake
BA_MAD6 barney/ba_tomb

// when Barneys killed something
BA_KILL0 barney/ba_gotone
BA_KILL1 barney/ba_another
BA_KILL2 barney/ba_buttugly
BA_KILL3 barney/ba_seethat
BA_KILL4 barney/ba_close
BA_KILL5 barney/ba_firepl
BA_KILL6 barney/ba_bring

// other
BA_BULLSQUID barney/c1a2_ba_bullsquid

// SCIENTIST
SC_OK0 scientist/excellentteam
SC_OK1 scientist/fellowscientist
SC_OK2 scientist/fine
SC_OK3 scientist/hopeyouknow
SC_OK4 scientist/leadtheway
SC_OK5 scientist/letsgo
SC_OK6 scientist/yesletsgo
SC_OK7 scientist/yes3
SC_OK8 scientist/alright

SC_WAIT0 scientist/beenaburden
SC_WAIT1 scientist/slowingyou
SC_WAIT2 scientist/reconsider
SC_WAIT3 scientist/whyleavehere
SC_WAIT4 scientist/illwaithere
SC_WAIT5 scientist/istay
SC_WAIT6 scientist/illwait

// fail to follow player any more
SC_STOP0 scientist/stop1
SC_STOP1 scientist/stop2
SC_STOP2 scientist/stop3
SC_STOP3 scientist/stop4

// player is staring at scientist
SC_STARE0 scientist/yees
SC_STARE1 scientist/areyouthink
SC_STARE2 scientist/noidea

SC_HELLO0 scientist/hellothere
SC_HELLO2 scientist/afellowsci
SC_HELLO3 scientist/greetings2
SC_HELLO4 scientist/hello
SC_HELLO5 scientist/goodtoseeyou
SC_HELLO6 scientist/newhevsuit
SC_HELLO7 scientist/hellofromlab
SC_HELLO8 scientist/inmesstoo

SC_ANSWER0 scientist/notsure
SC_ANSWER1 scientist/notcertain
SC_ANSWER2 scientist/perhaps
SC_ANSWER3 scientist/whocansay
SC_ANSWER4 scientist/inconclusive
SC_ANSWER5 scientist/theoretically
SC_ANSWER6 scientist/whyaskme
SC_ANSWER7 scientist/lowervoice
SC_ANSWER8 scientist/ofcourse
SC_ANSWER9 scientist/absolutely
SC_ANSWER10 scientist/yes
SC_ANSWER11 scientist/ibelieveso
SC_ANSWER12 scientist/right
SC_ANSWER13 scientist/imsure
SC_ANSWER14 scientist/positively
SC_ANSWER15 scientist/nodoubt
SC_ANSWER16 scientist/yees
SC_ANSWER17 scientist/ofcoursenot
SC_ANSWER18 scientist/absolutelynot
SC_ANSWER19 scientist/noo
SC_ANSWER20 scientist/idontthinkso
SC_ANSWER21 scientist/completelywrong
SC_ANSWER22 scientist/cantbeserious
SC_ANSWER23 scientist/dontknow
SC_ANSWER24 scientist/ridiculous
SC_ANSWER25 scientist/shutup
SC_ANSWER26 scientist/noguess
SC_ANSWER27 scientist/stopasking
SC_ANSWER28 scientist/justasked
SC_ANSWER29 scientist/repeat

SC_QUESTION0 scientist/everseen
SC_QUESTION1 scientist/needsleep
SC_QUESTION2 scientist/areyouthink
SC_QUESTION3 scientist/evergetout
SC_QUESTION4 scientist/rightwayout
SC_QUESTION5 scientist/cantbeworse
SC_QUESTION6 scientist/rescueus
SC_QUESTION7 scientist/fascinating
SC_QUESTION8 scientist/stimulating
SC_QUESTION9 scientist/luckwillchange
SC_QUESTION10 scientist/hearsomething
SC_QUESTION11 scientist/doyousmell
SC_QUESTION12 scientist/uselessphd
SC_QUESTION13 scientist/waithere
SC_QUESTION14 scientist/survival
SC_QUESTION15 scientist/headcrab
SC_QUESTION16 scientist/goodpaper
SC_QUESTION17 scientist/catchone
SC_QUESTION18 scientist/dinner
SC_QUESTION19 scientist/alientrick
SC_QUESTION20 scientist/alienappeal
SC_QUESTION21 scientist/rumorclean
SC_QUESTION22 scientist/nothostile
SC_QUESTION23 scientist/announcer
SC_QUESTION24 scientist/smellburn
SC_QUESTION25 scientist/noidea
SC_QUESTION26 scientist/whatnext

SC_IDLE0 scientist/ipredictedthis
SC_IDLE1 scientist/containfail
SC_IDLE2 scientist/chaostheory
SC_IDLE3 scientist/howinteresting
SC_IDLE4 scientist/neverseen
SC_IDLE5 scientist/peculiarmarks
SC_IDLE6 scientist/whoresponsible
SC_IDLE7 scientist/nogrant
SC_IDLE8 scientist/bloodsample
SC_IDLE9 scientist/administrator
SC_IDLE10 scientist/improbable
SC_IDLE11 scientist/organicmatter
SC_IDLE12 scientist/lambdalab
SC_IDLE13 scientist/ihearsomething

SC_NOGO scientist/dontgothere

SC_MONST0 scientist/seeheadcrab
SC_MONST1 scientist/importantspecies

SC_HEAR0 scientist/ihearsomething
SC_HEAR1 scientist/didyouhear
SC_HEAR2 scientist/whatissound

SC_SMELL0 scientist/somethingfoul
SC_SMELL1 scientist/odorfromyou
SC_SMELL2 scientist/peculiarodor
SC_SMELL3 scientist/stench

SC_WOUND0 scientist/iwounded
SC_WOUND1 scientist/iwounded2

SC_MORTAL0 scientist/iwoundedbad
SC_MORTAL1 scientist/iwounded2

SC_CUREA scientist/youlookbad
SC_CUREB scientist/youwounded
SC_CUREC scientist/youneedmedic

SC_HEAL0 scientist/heal1
SC_HEAL1 scientist/heal2
SC_HEAL2 scientist/youneedmedic, letstrythis
SC_HEAL3 scientist/youlookbad, holdstill
SC_HEAL4 scientist/youwounded, letstrythis
SC_HEAL5 scientist/heal3
SC_HEAL6 scientist/heal4
SC_HEAL7 scientist/heal5

SC_PLFEAR0 scientist/whatyoudoing
SC_PLFEAR1 scientist/canttakemore
SC_PLFEAR2 scientist/madness
SC_PLFEAR3 scientist/noplease
SC_PLFEAR4 scientist/getoutofhere
SC_PLFEAR5 scientist/sorryimleaving

SC_FEAR0 scientist/nooo
SC_FEAR1 scientist/startle2
SC_FEAR2 scientist/startle1 nooo
SC_FEAR3 scientist/dontwantdie
SC_FEAR4 scientist/getoutalive
SC_FEAR5 scientist/startle3
SC_FEAR6 scientist/startle4
SC_FEAR7 scientist/startle5
SC_FEAR8 scientist/startle6
SC_FEAR9 scientist/startle7
SC_FEAR10 scientist/startle8
SC_FEAR11 scientist/startle9
SC_FEAR12 scientist/startle1

SC_SCREAM0 scientist/sci_fear1
SC_SCREAM1 scientist/sci_fear2
SC_SCREAM2 scientist/sci_fear3
SC_SCREAM3 scientist/sci_fear4
SC_SCREAM4 scientist/sci_fear5
SC_SCREAM5 scientist/sci_fear6
SC_SCREAM6 scientist/sci_fear7
SC_SCREAM7 scientist/sci_fear8
SC_SCREAM8 scientist/sci_fear9
SC_SCREAM9 scientist/sci_fear10
SC_SCREAM10 scientist/sci_fear11
SC_SCREAM11 scientist/sci_fear12
SC_SCREAM12 scientist/sci_fear13
SC_SCREAM13 scientist/sci_fear14
SC_SCREAM14 scientist/sci_fear15

SC_SCARED0 scientist/whatyoudoing
SC_SCARED1 scientist/stopattacking
SC_SCARED2 scientist/youinsane


// ALIEN SLAVE
SLV_IDLE0 aslave/slv_word1 slv_word2
SLV_IDLE1 aslave/slv_word2 slv_word3(p95)
SLV_IDLE2 aslave/slv_word3 slv_word4
SLV_IDLE3 aslave/slv_word4 slv_word5 slv_word5(p90)
SLV_IDLE4 aslave/slv_word2(p110) slv_word6 slv_word7 slv_word3
SLV_IDLE5 aslave/slv_word6 slv_word7 slv_word2
SLV_IDLE6 aslave/slv_word7 slv_word8 slv_word3
SLV_IDLE7 aslave/slv_word8 slv_word1 slv_word8 slv_word8(p95)
SLV_IDLE8 aslave/slv_word1(p115) slv_word6
SLV_IDLE9 aslave/slv_word3 slv_word3(p90)
SLV_IDLE10 aslave/slv_word7(p85)

SLV_ALERT0 aslave/(p105) slv_alert1 slv_word2
SLV_ALERT1 aslave/(p105) slv_word8 slv_word8 slv_word8 slv_word5
SLV_ALERT2 aslave/(p105) slv_alert4 slv_word4 slv_alert3
SLV_ALERT3 aslave/(p108) slv_alert1 slv_word5
SLV_ALERT4 aslave/(p108) slv_word5(p110) slv_word8 slv_word8
SLV_ALERT5 aslave/(p108) slv_alert4 slv_word7 slv_alert1


// HOLOGRAM
HOLO_SPEAK1 hazard/sci_haz_01 sci_haz_02 sci_haz_03
HOLO_SPEAK2 hazard/sci_haz_04 sci_haz_05 sci_haz_06 sci_haz_07 sci_haz_08
HOLO_SPEAK3 hazard/sci_haz_09 sci_haz_10 sci_haz_11
HOLO_SPEAK4 hazard/sci_haz_12 sci_haz_13
HOLO_SPEAK5 hazard/sci_haz_14 sci_haz_15


// CHRIS
CHRIS1 chris/chris1 chris2 
CHRIS2 chris/chris3 chris4
CHRIS3 chris/chris5
CHRIS4 chris/chris6
CHRIS5 chris/chris7





