;
; @package: YaPB
; @version: 4.2
; @author: YaPB Project
; @filename: chatter.cfg
; 
; Configuration file contains chatter definitions for bots.
;

RewritePath sound/radio/bot

Event Radio_CoverMe = ("cover_me", "cover_me2");
// Event Radio_YouTakePoint = (""); 
// Event Radio_HoldPosition = ("");
// Event Radio_RegroupTeam = ("");
Event Radio_FollowMe = ("lead_on_sir", "lead_the_way_sir", "lead_the_way", "ok_sir_lets_go", "lead_on_commander", "lead_the_way_commander", "ok_cmdr_lets_go");
Event Radio_TakingFire = ("taking_fire_need_assistance2", "i_could_use_some_help", "i_could_use_some_help_over_here", "help", "need_help", "need_help2", "im_in_trouble");

// Event Radio_GoGoGo = ("");
// Event Radio_Fallback = ("");
// Event Radio_StickTogether = ("");
// Event Radio_GetInPosition = ("");
// Event Radio_StormTheFront = ("");
Event Radio_ReportTeam = ("report_in_team", "anyone_see_them", "anyone_see_anything", "where_are_they", "where_could_they_be");

Event Radio_Affirmative = ("affirmative", "no2", "roger_that", "me_too", "ill_come_with_you", "ill_go_with_you", "ill_go_too", "i_got_your_back", "i_got_your_back2", "im_with_you", "im_with_you", "sounds_like_a_plan", "good_idea");
Event Radio_EnemySpotted = ("one_guy", "two_of_them", "theyre_all_over_the_place2", "the_actions_hot_here", "its_a_party");
Event Radio_NeedBackup = ("taking_fire_need_assistance2", "i_could_use_some_help", "i_could_use_some_help_over_here", "help", "need_help", "need_help2", "im_in_trouble");
Event Radio_SectorClear = ("clear", "clear2", "clear3", "clear4", "area_clear", "all_clear_here", "nothing_happening_over_here", "nothing_here", "theres_nobody_home");
Event Radio_InPosition = ("lets_wait_here", "lets_hold_up_here_for_a_minute", "im_gonna_hang_back", "im_going_to_wait_here", "im_waiting_here");
Event Radio_ReportingIn = ("reporting_in");
// Event Radio_ShesGonnaBlow = ("");
Event Radio_Negative = ("ahh_negative", "negative", "no2", "negative2", "i_dont_think_so", "naa", "no_thanks", "no", "nnno_sir", "no_sir");
Event Radio_EnemyDown = ("enemy_down", "enemy_down2");

// end of radio, begin some voices (NOT SORTED)
Event Chatter_SpotTheBomber = ("i_see_the_bomber", "theres_the_bomber", "hes_got_the_bomb", "hes_got_the_bomb2", "hes_got_the_package", "spotted_the_delivery_boy");
Event Chatter_FriendlyFire = ("cut_it_out", "what_are_you_doing", "stop_it", "ow_its_me", "ow", "ouch", "im_on_your_side", "hold_your_fire", "hey", "hey2", "ouch", "ouch", "ouch");
Event Chatter_DiePain = ("pain2", "pain4", "pain5", "pain8", "pain9", "pain10");
Event Chatter_GotBlinded = ("ive_been_blinded", "my_eyes", "i_cant_see", "im_blind");
Event Chatter_GoingToPlantBomb = ("im_gonna_go_plant", "im_gonna_go_plant_the_bomb");
Event Chatter_RescuingHostages = ("the_hostages_are_with_me", "taking_the_hostages_to_safety", "ive_got_the_hostages", "i_have_the_hostages");
Event Chatter_GoingToCamp = ("im_going_to_camp");
Event Chatter_HearSomething = ("hang_on_i_heard_something", "i_hear_something", "i_heard_them", "i_heard_something_over_there");
Event Chatter_TeamKill = ("what_happened", "noo", "oh_my_god", "oh_man", "oh_no_sad", "what_have_you_done"); 
Event Chatter_ReportingIn = ("reporting_in");
Event Chatter_GuardDroppedC4 = ("bombsite", "bombsite2", "i_got_a_covered", "im_camping_c");
Event Chatter_Camp = ("im_waiting_here");
Event Chatter_PlantingC4 = ("planting_the_bomb", "planting");
Event Chatter_DefusingC4 = ("defusing", "defusing_bomb", "defusing_bomb");
Event Chatter_InCombat = ("attacking", "attacking_enemies", "engaging_enemies", "in_combat", "in_combat2", "returning_fire");
Event Chatter_SeeksEnemy = ("lets_wait_here", "lets_hold_up_here_for_a_minute", "im_gonna_hang_back", "im_going_to_wait_here", "im_waiting_here");
Event Chatter_Nothing = ("nothing_here", "nothing");
Event Chatter_EnemyDown = ("hes_dead", "hes_down", "got_him", "dropped_him", "killed_him", "ruined_his_day", "wasted_him", "made_him_cry", "took_him_down", "took_him_out2", "took_him_out", "hes_broken", "hes_done");
Event Chatter_UseHostage = ("talking_to_hostages", "rescuing_hostages");
Event Chatter_FoundC4 = ("bombs_on_the_ground", "bombs_on_the_ground_here", "the_bomb_is_down", "the_bomb_is_on_the_ground", "they_dropped_the_bomb");
Event Chatter_WonTheRound = ("good_job_team", "nice_work_team", "way_to_be_team", "well_done");
Event Chatter_QuicklyWonTheRound = ("i_am_dangerous", "do_not_mess_with_me", "we_owned_them", "they_never_knew_what_hit_them", "thats_the_way_this_is_done", "and_thats_how_its_done", "owned", "yesss", "yesss2", "yea_baby", "whoo", "whoo2", "oh_yea");
Event Chatter_ScaredEmotion = ("whoa", "uh_oh", "oh_no", "yikes", "oh", "oh_boy", "oh_boy2", "aah");
Event Chatter_HeardEnemy = ("i_hear_them", "hang_on_i_heard_something", "i_hear_something", "i_heard_them", "i_heard_something_over_there");
Event Chatter_SniperWarning = ("sniper", "sniper2", "watch_it_theres_a_sniper");
Event Chatter_SniperKilled = ("got_the_sniper", "got_the_sniper2", "sniper_down", "took_out_the_sniper", "the_sniper_is_dead");
Event Chatter_VIPSpotted = ("i_see_our_target", "target_spotted", "target_acquired");
Event Chatter_GuardingVipSafety = ("watching_the_escape_route", "im_at_the_escape_zone", "watching_the_escape_zone", "guarding_the_escape_zone", "guarding_the_escape_zone2");
Event Chatter_GoingToGuardVIPSafety = ("im_going_to_cover_the_escape_zone", "im_going_to_watch_the_escape_zone", "im_going_to_keep_an_eye_on_the_escape", "heading_to_the_escape_zone");
Event Chatter_OneEnemyLeft = ("one_guy_left", "theres_one_left");
Event Chatter_TwoEnemiesLeft = ("two_enemies_left", "two_to_go");
Event Chatter_ThreeEnemiesLeft = ("three_left", "three_to_go", "three_to_go2");
Event Chatter_NoEnemiesLeft = ("that_was_the_last_one", "that_was_it", "that_was_the_last_guy");
Event Chatter_FoundBombPlace = ("theres_the_bomb", "theres_the_bomb2");
Event Chatter_WhereIsTheBomb = ("wheres_the_bomb", "wheres_the_bomb2", "wheres_the_bomb3", "where_is_it");
Event Chatter_DefendingBombSite = ("bombsite", "bombsite2", "im_camping_b", "heading_to_c");
Event Chatter_BarelyDefused = ("i_wasnt_worried_for_a_minute", "that_was_a_close_one", "well_done", "whew_that_was_close");
Event Chatter_NiceshotCommander = ("good_one_sir", "good_one_sir2", "nice_shot_sir", "nice_one_sir");
Event Chatter_NiceshotPall = ("good_one", "good_one2", "nice_shot", "nice_shot2", "good_shot", "good_shot2", "nice", "nice2", "very_nice");
Event Chatter_GoingToGuardHostages = ("camping_hostages", "im_going_to_camp_the_hostages", "im_going_to_guard_the_hostages", "im_going_to_guard_the_hostages2");
Event Chatter_GoingToGuardDoppedBomb = ("im_going_to_guard_the_bomb", "im_going_to_guard_the_bomb2", "im_going_to_keep_an_eye_on_the_bomb", "im_going_to_watch_the_bomb");
Event Chatter_OnMyWay = ("on_my_way", "on_my_way2", "im_coming", "hang_on_im_coming", "be_right_there");
Event Chatter_LeadOnSir = ("lead_on_sir", "lead_the_way_sir", "lead_the_way", "ok_sir_lets_go", "lead_on_commander", "lead_the_way_commander", "ok_cmdr_lets_go");
Event Chatter_Pinned_Down = ("they_got_me_pinned_down_here", "im_pinned_down");
Event Chatter_GottaFindTheBomb = ("theres_the_bomb", "theres_the_bomb2");
Event Chatter_Lost_The_Commander = ("weve_lost_the_commander", "the_commander_is_down", "the_commander_is_down_repeat");
Event Chatter_CoverMe = ("cover_me", "cover_me2");
Event Chatter_BombSiteSecured = ("i_wasnt_worried_for_a_minute", "that_was_a_close_one", "well_done", "whew_that_was_close");
