void VO_tak_dekletmstrg( entity ent ) { //Tak: Dekard, let me see that Strogg core cannon, I think I can make a quick improvement aiSpeakWait( ent, "lipsync_vo_tak_dekletmstrg" ); } void VO_tak_therethatscp( entity ent ) { //Tak: There, that scope should help with long range targets. aiSpeakWait( ent, "lipsync_vo_tak_therethatscp" ); } void VO_tak_rdywhnstrs( entity ent ) { //Tak +use: Ready when you are Sarge, lets find Strauss. aiSpeakWait( ent, "lipsync_vo_tak_rdywhnstrs" ); } void VO_tak_thatdtaquite( entity ent ) { //Tak +use: That data we found is quite perplexing, just before we landed I found some odd references to something called the Makron Guardian. aiSpeakWait( ent, "lipsync_vo_tak_thatdtaquite" ); } void VO_tak_oncewegets( entity ent ) { //Tak +use: Once we get Strauss, he'll be able to unlock the that data. aiSpeakWait( ent, "lipsync_vo_tak_oncewegets" ); } void VO_darn_ishldbrt( entity ent ) { //Darnell +use: I should've brought my shotgun for this shit. aiSpeakWait( ent, "lipsync_vo_darn_ishldbrt" ); } void VO_darn_justlikeold( entity ent ) { //Darnell +use: Just like the good old days eh Deckard? aiSpeakWait( ent, "lipsync_vo_darn_justlikeold" ); } void VO_darn_letsgetmov( entity ent ) { //Darnell +use: Let's get movin! aiSpeakWait( ent, "lipsync_vo_darn_letsgetmov" ); } void VO_darn_shittrig( entity ent ) { //Darnell: Shit, they triggered the alarm. aiSpeakWait( ent, "lipsync_vo_darn_shittrig" ); } void VO_tak_weneedsecproc( entity ent ) { //Tak: We need to get into that security room to proceed. aiSpeakWait( ent, "lipsync_vo_tak_weneedsecproc" ); } void VO_tak_accordacc( entity ent ) { //Tak: According to this, there should be an access hatch around here somewhere. aiSpeakWait( ent, "lipsync_vo_tak_accordacc" ); } void VO_darn_ifoundh( entity ent ) { //Darnell: I found the hatch. aiSpeakWait( ent, "lipsync_vo_darn_ifoundh" ); } void VO_darn_overhere3( entity ent ) { //Darnell: Over here. aiSpeakWait( ent, "lipsync_vo_darn_overhere3" ); } void VO_darn_thistunn( entity ent ) { //Darnell: This tunnel is some kind of heat exchanger, your cold cannon should allow you to bypass the high temperature exhaust. aiSpeakWait( ent, "lipsync_vo_darn_thistunn" ); } void VO_tak_thatalarmb( entity ent ) { //Tak: That alarm is bound to bring more attention to our position. aiSpeakWait( ent, "lipsync_vo_tak_thatalarmb" ); } void VO_tak_wegottogetg( entity ent ) { //Tak: We've got to get going, if we lose Strauss' medchip signal, we'll never find him. aiSpeakWait( ent, "lipsync_vo_tak_wegottogetg" ); } void VO_tak_thatsitdek( entity ent ) { //Tak: That's it Dekard, the alarms are off and the security doors unlocked. aiSpeakWait( ent, "lipsync_vo_tak_thatsitdek" ); } void VO_tak_damncutoff( entity ent ) { //Tak: Damn it, they cut us off. Only way through is to find the override switch in the substructure below us. aiSpeakWait( ent, "lipsync_vo_tak_damncutoff" ); } void VO_darn_imonit( entity ent ) { //Darnell: I’m on it. Cover me. aiSpeakWait( ent, "lipsync_vo_darn_imonit" ); } void VO_tak_rogethat3( entity ent ) { //Tak: Roger that. aiSpeakWait( ent, "lipsync_vo_tak_rogethat3" ); } void VO_darn_iseeit( entity ent ) { //Darnell: I see it. aiSpeakWait( ent, "lipsync_vo_darn_iseeit" ); } void VO_darn_gettclose( entity ent ) { //Darnell: Getting close. aiSpeakWait( ent, "lipsync_vo_darn_gettclose" ); } void VO_darn_almostthr( entity ent ) { //Darnell: Almost there. aiSpeakWait( ent, "lipsync_vo_darn_almostthr" ); } void VO_darn_gotitkeep( entity ent ) { //Darnell: Got it. Keep ’em off me ‘til I get back. aiSpeakWait( ent, "lipsync_vo_darn_gotitkeep" ); } void VO_tak_bridgereeng( entity ent ) { //Tak: The Bridge is re-engaging. Good work Darnell aiSpeakWait( ent, "lipsync_vo_tak_bridgereeng" ); } void VO_darn_lookcondits( entity ent ) { //Darnell: Look at these conditions. aiSpeakWait( ent, "lipsync_vo_darn_lookcondits" ); } void VO_tak_extractcare( entity ent ) { //Tak: The extraction teams will take care of these guys aiSpeakWait( ent, "lipsync_vo_tak_extractcare" ); } void VO_darn_anystrauss( entity ent ) { //Darnell: Are any of these Strauss? aiSpeakWait( ent, "lipsync_vo_darn_anystrauss" ); } void VO_tak_neg4( entity ent ) { //Tak: Negative aiSpeakWait( ent, "lipsync_vo_tak_neg4" ); } void VO_fox1_thisisrose( entity ent ) { //Fox Marine 1: This is Lieutenant Rose from Fox squad to any marines with a tech in the Prison facility, requesting immediate assistance. aiSpeakWait( ent, "lipsync_vo_fox1_thisisrose" ); } void VO_tak_foxsq( entity ent ) { //Tak: Fox squad is close, we've got no choice on this one. aiSpeakWait( ent, "lipsync_vo_tak_foxsq" ); } void VO_darn_falcsqenroute( entity ent ) { //Darnell: This is Falcon squad, en route to your location. aiSpeakWait( ent, "lipsync_vo_darn_falcsqenroute" ); } void VO_fox1_rogfalcsplit( entity ent ) { //Fox Marine 1: Roger Falcon, we are split up and both groups need immediate assistance aiSpeakWait( ent, "lipsync_vo_fox1_rogfalcsplit" ); } void VO_fox2_youshutdwn( entity ent ) { //Fox Marine 2: You guys from Falcon squad, great, we need your tech to shut down these processing conveyers so we can get these marines out. aiSpeakWait( ent, "lipsync_vo_fox2_youshutdwn" ); } void VO_tak_letmeseewh( entity ent ) { //Tak: Let me see what I can do. aiSpeakWait( ent, "lipsync_vo_tak_letmeseewh" ); } void VO_fox3_heysarge( entity ent ) { //Fox Marine 3: Hey sergeant, we came across this Strogg incendiary weapon, your team is going deeper than we are, you can make better use of it than we can. Here. aiSpeakWait( ent, "lipsync_vo_fox3_heysarge" ); } void VO_fox2_meakimpap( entity ent ) { //Fox Marine 2 +use: I'm Meakim and that's Pappas, glad you could join us here is this sweet little resort. aiSpeakWait( ent, "lipsync_vo_fox2_meakimpap" ); } void VO_fox2_welosttech( entity ent ) { //Fox Marine 2 +use: We lost our tech about 3 hours ago. aiSpeakWait( ent, "lipsync_vo_fox2_welosttech" ); } void VO_fox2_roughrider( entity ent ) { //Fox Marine 2 +use: It's been a rough ride in this place without somebody who can navigate these Strogg interfaces. aiSpeakWait( ent, "lipsync_vo_fox2_roughrider" ); } void VO_fox3_we3squad( entity ent ) { //Fox Marine 3 +use: We are one of 3 squads tasked with getting marines out of these Strogg prisons. aiSpeakWait( ent, "lipsync_vo_fox3_we3squad" ); } void VO_fox_prismed( entity ent ) { //Fox Marine 3 +use: These prison facilities are right next to the Strogg medlabs. aiSpeakWait( ent, "lipsync_vo_fox_prismed" ); } void VO_fox3_makesnerv( entity ent ) { //Fox Marine 3 +use: Makes me nervous as hell being this close to the medlabs, knowing what they do to people there. aiSpeakWait( ent, "lipsync_vo_fox3_makesnerv" ); } void VO_tak_okthatconv( entity ent ) { //Tak: Ok, that's it. The conveyers are disabled. aiSpeakWait( ent, "lipsync_vo_tak_okthatconv" ); } void VO_fox2_excellent( entity ent ) { //Fox Marine 2: Excellent. aiSpeakWait( ent, "lipsync_vo_fox2_excellent" ); } void VO_fox2_ltrosedone( entity ent ) { //Fox Marine 2: Lieutenant Rose, we are done with Falcon here, what are your orders aiSpeakWait( ent, "lipsync_vo_fox2_ltrosedone" ); } void VO_fox1_pointdir( entity ent ) { //Fox Marine 1: Point them in our direction, we have an entire cell block to recover. aiSpeakWait( ent, "lipsync_vo_fox1_pointdir" ); } void VO_fox2_okviacrawl( entity ent ) { //Fox Marine 2: Ok Falcon, we made it in here via ceiling crawlspaces, but you should be able to meet up with the rest of Fox through that door. aiSpeakWait( ent, "lipsync_vo_fox2_okviacrawl" ); } void VO_fox3_thanksfalc( entity ent ) { //Fox Marine 3: Thanks again Falcon, once you're through, we're locking ourselves in. aiSpeakWait( ent, "lipsync_vo_fox3_thanksfalc" ); } void VO_fox1_whereareyou( entity ent ) { //Fox Marine 1: Where are you Falcon squad, we need you here ASAP. aiSpeakWait( ent, "lipsync_vo_fox1_whereareyou" ); } void VO_fox1_falcdouble( entity ent ) { //Fox Marine 1: Falcon squad, double time it! aiSpeakWait( ent, "lipsync_vo_fox1_falcdouble" ); } void VO_tak_weneedtoget( entity ent ) { //Tak: We need to get through this door aiSpeakWait( ent, "lipsync_vo_tak_weneedtoget" ); } void VO_tak_coverhack( entity ent ) { //Tak: Cover me, I'll hack this door open aiSpeakWait( ent, "lipsync_vo_tak_coverhack" ); } void VO_darn_dekifyouman( entity ent ) { //Darnell: Dekard, If you man that mounted turret, I'll cover Tak up close. aiSpeakWait( ent, "lipsync_vo_darn_dekifyouman" ); } void VO_darn_incom3( entity ent ) { //Darnell: Incoming! aiSpeakWait( ent, "lipsync_vo_darn_incom3" ); } void VO_darn_aboveus( entity ent ) { //Darnell: Above us! aiSpeakWait( ent, "lipsync_vo_darn_aboveus" ); } void VO_tak_isobridge( entity ent ) { //Tak: I’ve isolated the primary circuit bridge. Won’t take long now. aiSpeakWait( ent, "lipsync_vo_tak_isobridge" ); } void VO_tak_firstbr( entity ent ) { //Tak: First relay is active. Three more. aiSpeakWait( ent, "lipsync_vo_tak_firstbr" ); } void VO_tak_secondact( entity ent ) { //Tak: Second relay is active. aiSpeakWait( ent, "lipsync_vo_tak_secondact" ); } void VO_tak_therethird( entity ent ) { //Tak: There’s the third, one more. aiSpeakWait( ent, "lipsync_vo_tak_therethird" ); } void VO_tak_thatwein( entity ent ) { //Tak: That’s it. We’re in. aiSpeakWait( ent, "lipsync_vo_tak_thatwein" ); } void VO_fox4_heywithlt( entity ent ) { //Fox Marine 4: Hey, I'm with Lieutenant Rose, We need your tech to disable the cell block, while the rest of us provide cover for the extraction team. aiSpeakWait( ent, "lipsync_vo_fox4_heywithlt" ); } void VO_tak_imonit3( entity ent ) { //Tak: I'm on it aiSpeakWait( ent, "lipsync_vo_tak_imonit3" ); } void VO_fox4_falchere( entity ent ) { //Fox Marine 4: Falcon is here, their tech is starting on the cell blocks Lieutenant. aiSpeakWait( ent, "lipsync_vo_fox4_falchere" ); } void VO_fox1_copymovein( entity ent ) { //Fox Marine 1: Copy that, we are moving in. aiSpeakWait( ent, "lipsync_vo_fox1_copymovein" ); } void VO_tak_lookslike( entity ent ) { //Tak: Looks like I'm going to have to do this one cell at a time. aiSpeakWait( ent, "lipsync_vo_tak_lookslike" ); } void VO_tak_opencells( entity ent ) { //Tak: Opening cells aiSpeakWait( ent, "lipsync_vo_tak_opencells" ); } void VO_tak_allicando( entity ent ) { //Tak: That's all I can do from here aiSpeakWait( ent, "lipsync_vo_tak_allicando" ); } void VO_fox4_openfire( entity ent ) { //Fox Marine 4: Open fire, protect the extraction team! aiSpeakWait( ent, "lipsync_vo_fox4_openfire" ); } void VO_fox4_morestrogg( entity ent ) { //Fox Marine 4: More Strogg, take em down! aiSpeakWait( ent, "lipsync_vo_fox4_morestrogg" ); } void VO_fox1_keepsquiboffa( entity ent ) { //Fox Marine 1: Keep these squibs offa' us! aiSpeakWait( ent, "lipsync_vo_fox1_keepsquiboffa" ); } void VO_fox1_damcover( entity ent ) { //Fox Marine 1: Damnit, we need cover! aiSpeakWait( ent, "lipsync_vo_fox1_damcover" ); } void VO_fox1_extractcomp( entity ent ) { //Fox Marine 1: Extraction complete aiSpeakWait( ent, "lipsync_vo_fox1_extractcomp" ); } void VO_fox1_thanksfalc( entity ent ) { //Fox Marine 1: Thanks Falcon, we couldn't have done this without you, now get back to your objective aiSpeakWait( ent, "lipsync_vo_fox1_thanksfalc" ); } void VO_insane1_mumble( entity ent ) { //Insane Marine 1: (Incomprehensible mumbling) aiSpeakWait( ent, "lipsync_vo_insane1_mumble" ); } void VO_tak_soldsold( entity ent ) { //Tak: Soldier, SOLDIER! aiSpeakWait( ent, "lipsync_vo_tak_soldsold" ); } void VO_tak_outtolunch( entity ent ) { //Tak: This guy is out to lunch. aiSpeakWait( ent, "lipsync_vo_tak_outtolunch" ); } void VO_darn_foxsquad( entity ent ) { //Darnell: Fox squad, we've got a live marine at our location in no condition to join us aiSpeakWait( ent, "lipsync_vo_darn_foxsquad" ); } void VO_fox1_roggetout( entity ent ) { //Fox Marine 1: roger that falcon, We'll get him out. aiSpeakWait( ent, "lipsync_vo_fox1_roggetout" ); } void VO_tak_shit3( entity ent ) { //Tak: Shit! aiSpeakWait( ent, "lipsync_vo_tak_shit3" ); } void VO_darn_whatgoon( entity ent ) { //Darnell: What’s going on? aiSpeakWait( ent, "lipsync_vo_darn_whatgoon" ); } void VO_tak_strssmedchip( entity ent ) { //Tak: Straus’s med-chip signal. It’s gone dead. I’ve lost track of him. aiSpeakWait( ent, "lipsync_vo_tak_strssmedchip" ); } void VO_darn_wednttime( entity ent ) { //Darnell: We don’t have a lot of time, Tak. Find him. aiSpeakWait( ent, "lipsync_vo_darn_wednttime" ); } void VO_tak_wehavefindcent( entity ent ) { //Tak: We have to find the central control room. aiSpeakWait( ent, "lipsync_vo_tak_wehavefindcent" ); } void VO_tak_icanfindstrss( entity ent ) { //Tak: I can find Strauss from there aiSpeakWait( ent, "lipsync_vo_tak_icanfindstrss" ); } void VO_darn_lookslikeweatt( entity ent ) { //Darnell: Looks like we've attracted some attention aiSpeakWait( ent, "lipsync_vo_darn_lookslikeweatt" ); } void VO_tak_centrctrl( entity ent ) { //Tak: Central control room should be just ahead aiSpeakWait( ent, "lipsync_vo_tak_centrctrl" ); } void VO_tak_thatmain( entity ent ) { //Tak: That’s the mainframe. aiSpeakWait( ent, "lipsync_vo_tak_thatmain" ); } void VO_darn_wherestrss( entity ent ) { //Darnell: Where’s Strauss? aiSpeakWait( ent, "lipsync_vo_darn_wherestrss" ); } void VO_tak_hangonlord( entity ent ) { //Tak: Hang on. I’m still – Good Lord. What are they doing to those Marines. aiSpeakWait( ent, "lipsync_vo_tak_hangonlord" ); } void VO_darn_whattalk( entity ent ) { //Darnell: What are you talking about? aiSpeakWait( ent, "lipsync_vo_darn_whattalk" ); } void VO_tak_adpsero( entity ent ) { //Tak: Adrenaline, ADP, Serotonin… We’re nothing but fluid factories to them. aiSpeakWait( ent, "lipsync_vo_tak_adpsero" ); } void VO_darn_takfndstrs( entity ent ) { //Darnell: Tak, find Strauss. aiSpeakWait( ent, "lipsync_vo_darn_takfndstrs" ); } void VO_tak_okgetcls( entity ent ) { //Tak: Ok...I'm getting close... aiSpeakWait( ent, "lipsync_vo_tak_okgetcls" ); } void VO_tak_ithinkthis( entity ent ) { //Tak: I think this is it. aiSpeakWait( ent, "lipsync_vo_tak_ithinkthis" ); } void VO_tak_ohshit( entity ent ) { //Tak: Oh shit. aiSpeakWait( ent, "lipsync_vo_tak_ohshit" ); } void VO_darn_whathapp( entity ent ) { //Darnell: What happened? aiSpeakWait( ent, "lipsync_vo_darn_whathapp" ); } void VO_tak_itrigalarm( entity ent ) { //Tak: I triggered an alarm, we are about to have a LOT of company. aiSpeakWait( ent, "lipsync_vo_tak_itrigalarm" ); } void VO_darn_secdoors( entity ent ) { //Darnell: Secure these doors. aiSpeakWait( ent, "lipsync_vo_darn_secdoors" ); } void VO_tak_onit( entity ent ) { //Tak: On it. aiSpeakWait( ent, "lipsync_vo_tak_onit" ); } void VO_marks_dekstatus( entity ent ) { //Markswell: Dekard, Darnell what's your status, we lost radio contact for a while aiSpeakWait( ent, "lipsync_vo_marks_dekstatus" ); } void VO_darn_weholed( entity ent ) { //Darnell: We’re holed up in a control room that can track Strauss, but it sounds like we’re about to have some serious company. aiSpeakWait( ent, "lipsync_vo_darn_weholed" ); } void VO_marks_wealmost( entity ent ) { //Markswell: Roger that. Hold tight, we’re almost there. aiSpeakWait( ent, "lipsync_vo_marks_wealmost" ); } void VO_tak_theyrehere( entity ent ) { //Tak: They’re here! aiSpeakWait( ent, "lipsync_vo_tak_theyrehere" ); } void VO_darn_openfire( entity ent ) { //Darnell: Open fire! aiSpeakWait( ent, "lipsync_vo_darn_openfire" ); } void VO_tak_theretoomany( entity ent ) { //Tak: There are too many of em'! aiSpeakWait( ent, "lipsync_vo_tak_theretoomany" ); } void VO_darn_navamarkwhr( entity ent ) { //Darnell: Navajas, Markswell, where are you? aiSpeakWait( ent, "lipsync_vo_darn_navamarkwhr" ); } void VO_nava_wearecls( entity ent ) { //Navajas: We are close my friend, hold tight. aiSpeakWait( ent, "lipsync_vo_nava_wearecls" ); } void VO_nava_planting( entity ent ) { //Navajas: I'm planting charges, keep clear of the far door. aiSpeakWait( ent, "lipsync_vo_nava_planting" ); } void VO_nava_detonating( entity ent ) { //Navajas: Detonating! aiSpeakWait( ent, "lipsync_vo_nava_detonating" ); } void VO_marks_mitchwipe( entity ent ) { //Markswell: Mitchell, Navajas, wipe out those squibs and secure those doors! aiSpeakWait( ent, "lipsync_vo_marks_mitchwipe" ); } void VO_nava_yessir2( entity ent ) { //Navajas: Yes sir. aiSpeakWait( ent, "lipsync_vo_nava_yessir2" ); } void VO_mitch_onit( entity ent ) { //Mitchell: On it. aiSpeakWait( ent, "lipsync_vo_mitch_onit" ); } void VO_nava_doorsec( entity ent ) { //Navajas: Door secure. aiSpeakWait( ent, "lipsync_vo_nava_doorsec" ); } void VO_mitch_doorsec( entity ent ) { //Mitchell: Door secure. aiSpeakWait( ent, "lipsync_vo_mitch_doorsec" ); } void VO_marks_takgetcompu( entity ent ) { //Markswell: Tak, get back on that computer, find Strauss! aiSpeakWait( ent, "lipsync_vo_marks_takgetcompu" ); } void VO_tak_gotmove( entity ent ) { //Tak: I got him. They’re moving him, but he's close! aiSpeakWait( ent, "lipsync_vo_tak_gotmove" ); } void VO_darn_howlongwe( entity ent ) { //Darnell: How long do we have? aiSpeakWait( ent, "lipsync_vo_darn_howlongwe" ); } void VO_tak_notlong( entity ent ) { //Tak: Not long. aiSpeakWait( ent, "lipsync_vo_tak_notlong" ); } void VO_darn_wegotincom( entity ent ) { //Darnell: We've got incoming! The Strogg are trying get back in here! aiSpeakWait( ent, "lipsync_vo_darn_wegotincom" ); } void VO_mitch_letshell( entity ent ) { //Mitchell: Let's get the hell outta here then, get to Strauss... aiSpeakWait( ent, "lipsync_vo_mitch_letshell" ); } void VO_tak_thistrack( entity ent ) { //Tak: This is the only place that we can track Strauss from, we need to stay here. aiSpeakWait( ent, "lipsync_vo_tak_thistrack" ); } void VO_marks_dekholdpos( entity ent ) { //Markswell: Dekard. We need to hold this position, you get to Strauss. aiSpeakWait( ent, "lipsync_vo_marks_dekholdpos" ); } void VO_marks_takeupdef( entity ent ) { //Markswell: Darnell, Navajas, Mitchell, take up defensive positions aiSpeakWait( ent, "lipsync_vo_marks_takeupdef" ); } void VO_marks_mitchturr( entity ent ) { //Markswell: Mitchell get on that Turret aiSpeakWait( ent, "lipsync_vo_marks_mitchturr" ); } void VO_tak_guidede( entity ent ) { //Tak: I'll guide you to Strauss Dekard. aiSpeakWait( ent, "lipsync_vo_tak_guidede" ); } void VO_marks_dekgetgoing( entity ent ) { //Markswell: Dekard, get going! aiSpeakWait( ent, "lipsync_vo_marks_dekgetgoing" ); } void VO_marks_getnow( entity ent ) { //Markswell +use: Get moving Dekard, now! aiSpeakWait( ent, "lipsync_vo_marks_getnow" ); } void VO_marks_areyouhard( entity ent ) { //Markswell +use: Are you hard of hearing marine, get to Strauss! aiSpeakWait( ent, "lipsync_vo_marks_areyouhard" ); } void VO_marks_holdposition( entity ent ) { //Markswell +use: Dekard, we can't hold this position forever, go! aiSpeakWait( ent, "lipsync_vo_marks_holdposition" ); } void VO_tak_keepmovdek( entity ent ) { //Tak: Keep moving Dekard, you should come across Strauss soon! aiSpeakWait( ent, "lipsync_vo_tak_keepmovdek" ); } void VO_tak_directhead( entity ent ) { //Tak: Directly ahead Dekard, Strauss is right in front of you. aiSpeakWait( ent, "lipsync_vo_tak_directhead" ); } void VO_dek_taktube( entity ent ) { //Dekard: Tak, where’s Strauss' tube going? aiSpeakWait( ent, "lipsync_vo_dek_taktube" ); } void VO_strauss_muff( entity ent ) { //Strauss: (Muffled dialog) aiSpeakWait( ent, "lipsync_vo_strauss_muff" ); } void VO_tak_hangmom( entity ent ) { //Tak: Hang on a moment... It’s a transport system, looks like it’s taking him down into… Damn. Bio-processing aiSpeakWait( ent, "lipsync_vo_tak_hangmom" ); } void VO_dek_rogthat( entity ent ) { //Dekard: Roger that. aiSpeakWait( ent, "lipsync_vo_dek_rogthat" ); } void VO_darn_foxmeet( entity ent ) { //Darnell: Dekard, Tak needs to stay at the control terminal if he’s going to keep tracking Strauss. Navajas and I will hold this position with him. I’ve sent Mitchell and a member of Fox squad to meet up with you. aiSpeakWait( ent, "lipsync_vo_darn_foxmeet" ); } void VO_tak_actlift( entity ent ) { //Tak: I’ve activated the lift, Dekard. It’ll take you straight to the bio-processing level. You better hurry though, doesn’t look like Strauss has much time left. aiSpeakWait( ent, "lipsync_vo_tak_actlift" ); } void VO_mitch_theresome( entity ent ) { //Mitchell: There's something coming up that lift aiSpeakWait( ent, "lipsync_vo_mitch_theresome" ); } void VO_fox5_takecover( entity ent ) { //Fox Marine 5: Take cover! aiSpeakWait( ent, "lipsync_vo_fox5_takecover" ); }