mirror of
https://github.com/jmarshall23/Quake_4_Alpha.git
synced 2026-08-15 15:50:52 +02:00
775 lines
17 KiB
Plaintext
775 lines
17 KiB
Plaintext
void VO_4_1_1( entity ent )
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{
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//markswell: Viper Squad, our mission is simple. Get in; Get Strauss; Get out. I'm not going to lie to you gentlemen, it's going to be nasty. Give'em hell, Marines.
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aiSpeakWait( ent, "lipsync_vo_4_1_1" );
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}
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void VO_4_1_7( entity ent )
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{
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//viper squad: Sir. Yes sir.
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aiSpeakWait( ent, "lipsync_vo_4_1_7" );
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}
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void VO_4_1_8( entity ent )
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{
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//markswell: We're about thirty seconds from the infiltration point. Feel free to --
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aiSpeakWait( ent, "lipsync_vo_4_1_8" );
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}
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void VO_4_1_9( entity ent )
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{
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//markswell: What the hell? Damage report!
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aiSpeakWait( ent, "lipsync_vo_4_1_9" );
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}
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void VO_4_1_10( entity ent )
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{
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//marine7<Over Radio>: We're taking heavy fire, we've lost two port thrusters, and.
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aiSpeakWait( ent, "lipsync_vo_4_1_10" );
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}
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void VO_4_1_11( entity ent )
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{
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//markswell: We're at the infiltration point, get -
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aiSpeakWait( ent, "lipsync_vo_4_1_11" );
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}
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void VO_4_1_12( entity ent )
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{
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//markswell: Oh Shit! Viper Squad. Prepare of impact. Prepare for im -
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aiSpeakWait( ent, "lipsync_vo_4_1_12" );
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}
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void VO_4_2_1( entity ent )
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{
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//marine8: (Ser)geant? Sergeant? You're gonna be fine, Sir.
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aiSpeakWait( ent, "lipsync_vo_4_2_1" );
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}
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void VO_4_2_2( entity ent )
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{
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//marine11: Sir, breach point's ahead. Stay low and go!
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aiSpeakWait( ent, "lipsync_vo_4_2_2" );
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}
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void VO_4_2_2_1( entity ent )
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{
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//marine10<Over Radio>: They're all over us! Oh god - (Static)
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aiSpeakWait( ent, "lipsync_vo_4_2_2_1" );
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}
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void VO_4_2_2_2( entity ent )
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{
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//marine10<Over Radio>: It's no good, Command. We're gonna have to take the alternate route.
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aiSpeakWait( ent, "lipsync_vo_4_2_2_2" );
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}
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void VO_4_2_2_3( entity ent )
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{
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//marine9<Over Radio>: Objective is lost, Command, please advise!
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aiSpeakWait( ent, "lipsync_vo_4_2_2_3" );
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}
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void VO_4_2_2_4( entity ent )
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{
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//marine9<Over Radio>: Oh fuck! They're already here!
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aiSpeakWait( ent, "lipsync_vo_4_2_2_4" );
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}
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void VO_4_2_2_5( entity ent )
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{
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//marine8<Over Radio>: I need an evac now. Now, dammit, now!
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aiSpeakWait( ent, "lipsync_vo_4_2_2_5" );
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}
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void VO_4_2_2_6( entity ent )
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{
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//marine8<Over Radio>: We've lost contact with Raptor and Venom squads.
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aiSpeakWait( ent, "lipsync_vo_4_2_2_6" );
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}
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void VO_4_2_2_7( entity ent )
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{
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//marine7<Over Radio>: Raptor squad is down. They ambushed us. I'm the only one left, the entire squad was wiped out.
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aiSpeakWait( ent, "lipsync_vo_4_2_2_7" );
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}
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void VO_4_2_2_8( entity ent )
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{
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//marine7<Over Radio>: Command, where is our fucking support?
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aiSpeakWait( ent, "lipsync_vo_4_2_2_8" );
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}
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void VO_4_2_2_9( entity ent )
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{
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//marine6<Over Radio>: Eastern approach is stalled. They've got us pinned in. We're not gonna last long.
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aiSpeakWait( ent, "lipsync_vo_4_2_2_9" );
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}
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void VO_4_2_2_10( entity ent )
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{
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//marine6<Over Radio>: Objective secure.
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aiSpeakWait( ent, "lipsync_vo_4_2_2_10" );
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}
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void VO_4_2_2_11( entity ent )
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{
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//marine5<Over Radio>: Watch the turrets! Watch the--
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aiSpeakWait( ent, "lipsync_vo_4_2_2_11" );
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}
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void VO_4_2_2_12( entity ent )
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{
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//marine5<Over Radio>: They won't stop coming! We've killed hundreds, they keep coming!
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aiSpeakWait( ent, "lipsync_vo_4_2_2_12" );
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}
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void VO_4_2_2_13( entity ent )
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{
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//marine4<Over Radio>: This isn't an assault, Command. It's a fucking massacre.
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aiSpeakWait( ent, "lipsync_vo_4_2_2_13" );
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}
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void VO_4_2_2_14( entity ent )
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{
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//marine4<Over Radio>: Bunker eight-nine-bravo is clear!
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aiSpeakWait( ent, "lipsync_vo_4_2_2_14" );
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}
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void VO_4_2_2_15( entity ent )
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{
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//marine3<Over Radio>: We've breached the Northern wall. We're 'go' for infiltration.
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aiSpeakWait( ent, "lipsync_vo_4_2_2_15" );
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}
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void VO_4_2_2_16( entity ent )
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{
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//marine3<Over Radio>: Mongoose squad is in position, awaiting further orders, Command.
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aiSpeakWait( ent, "lipsync_vo_4_2_2_16" );
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}
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void VO_4_2_2_17( entity ent )
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{
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//marine2<Over Radio>: (Cough) Command (Cough) Sector two-four-nine is lost.
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aiSpeakWait( ent, "lipsync_vo_4_2_2_17" );
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}
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void VO_4_2_2_18( entity ent )
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{
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//marine2<Over Radio>: It's a clusterfuck, Command, two squads killed right in front of me. We need an updated sitrep. Now!
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aiSpeakWait( ent, "lipsync_vo_4_2_2_18" );
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}
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void VO_4_2_2_19( entity ent )
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{
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//marine1<Over Radio>: They're all dead! All of'em. I'm not letting'em take me, Command. You hear me? They won't take me! (Gunshot)
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aiSpeakWait( ent, "lipsync_vo_4_2_2_19" );
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}
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void VO_4_2_2_20( entity ent )
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{
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//marine1<Over Radio>: Oh shit! They're taking us apart. Twelfth mobile division was just fucking incinerated. You copy, Command?
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aiSpeakWait( ent, "lipsync_vo_4_2_2_20" );
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}
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void VO_4_2_3( entity ent )
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{
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//marine1 : Get down.
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aiSpeakWait( ent, "lipsync_vo_4_2_3" );
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}
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void VO_4_2_4( entity ent )
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{
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//marine2: Watch yourself.
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aiSpeakWait( ent, "lipsync_vo_4_2_4" );
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}
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void VO_4_2_5( entity ent )
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{
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//marine3: We're taking heavy fire.
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aiSpeakWait( ent, "lipsync_vo_4_2_5" );
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}
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void VO_4_2_6( entity ent )
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{
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//marine4: Move ahead, Sir.
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aiSpeakWait( ent, "lipsync_vo_4_2_6" );
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}
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void VO_4_2_7( entity ent )
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{
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//marine5: Two more squads touched down, west side.
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aiSpeakWait( ent, "lipsync_vo_4_2_7" );
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}
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void VO_4_2_8( entity ent )
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{
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//marine6: Stay down.
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aiSpeakWait( ent, "lipsync_vo_4_2_8" );
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}
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void VO_4_2_9( entity ent )
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{
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//marine7: Careful, Sir.
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aiSpeakWait( ent, "lipsync_vo_4_2_9" );
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}
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void VO_4_2_10( entity ent )
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{
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//marine8: Stay behind cover.
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aiSpeakWait( ent, "lipsync_vo_4_2_10" );
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}
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void VO_4_2_11( entity ent )
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{
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//markswell<Over Radio>: Get moving, Marine.
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aiSpeakWait( ent, "lipsync_vo_4_2_11" );
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}
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void VO_4_2_12( entity ent )
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{
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//markswell<Over Radio>: Breach those bunkers, Sergeant.
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aiSpeakWait( ent, "lipsync_vo_4_2_12" );
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}
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void VO_4_2_13( entity ent )
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{
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//markswell<Over Radio>: You have your orders, Sergeant. Find a way behind those turrets.
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aiSpeakWait( ent, "lipsync_vo_4_2_13" );
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}
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void VO_4_3_1( entity ent )
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{
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//tak: Setting charges.
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aiSpeakWait( ent, "lipsync_vo_4_3_1" );
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}
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void VO_4_3_2( entity ent )
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{
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//tak : Stand back.
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aiSpeakWait( ent, "lipsync_vo_4_3_2" );
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}
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void VO_4_3_3( entity ent )
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{
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//tak: Clear!
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aiSpeakWait( ent, "lipsync_vo_4_3_3" );
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}
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void VO_4_4_1( entity ent )
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{
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//tak: Sergeant? Tiger squad's already entered the facility's transport hub - It's a massacre, Sir. We've got to get them some backup
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aiSpeakWait( ent, "lipsync_vo_4_4_1" );
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}
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void VO_4_4_2( entity ent )
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{
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//tak<Over Radio>: Setting spike.
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aiSpeakWait( ent, "lipsync_vo_4_4_2" );
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}
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void VO_4_4_3( entity ent )
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{
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//tak: Establishing uplink.
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aiSpeakWait( ent, "lipsync_vo_4_4_3" );
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}
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void VO_4_4_4( entity ent )
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{
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//tak: Hold on, we're hacking now.
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aiSpeakWait( ent, "lipsync_vo_4_4_4" );
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}
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void VO_4_4_5( entity ent )
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{
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//darnell: We got incoming! Keep'em off Tak!
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aiSpeakWait( ent, "lipsync_vo_4_4_5" );
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}
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void VO_4_4_6( entity ent )
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{
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//darnell: That's it, we're in.
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aiSpeakWait( ent, "lipsync_vo_4_4_6" );
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}
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void VO_4_5_1( entity ent )
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{
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//marine3: Tiger squad!
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aiSpeakWait( ent, "lipsync_vo_4_5_1" );
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}
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void VO_4_5_2( entity ent )
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{
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//marine9: They were waiting for us!
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aiSpeakWait( ent, "lipsync_vo_4_5_2" );
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}
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void VO_4_5_3( entity ent )
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{
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//marine4: Tiger squad, fall back. Fall back!
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aiSpeakWait( ent, "lipsync_vo_4_5_3" );
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}
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void VO_4_5_4( entity ent )
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{
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//marine12: What the hell is that?
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aiSpeakWait( ent, "lipsync_vo_4_5_4" );
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}
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void VO_4_5_5( entity ent )
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{
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//marine12: Oh shit!
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aiSpeakWait( ent, "lipsync_vo_4_5_5" );
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}
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void VO_4_5_6( entity ent )
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{
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//marine7: Sir? We've got to help the rest of my squad, the damn squibs have cut'em off from the main assault force. Please, Sir.
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aiSpeakWait( ent, "lipsync_vo_4_5_6" );
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}
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void VO_4_5_7( entity ent )
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{
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//marine12: They're good men, Sir. We need to try.
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aiSpeakWait( ent, "lipsync_vo_4_5_7" );
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}
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void VO_4_6_1( entity ent )
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{
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//markswell<Over Radio>: Sergeant! Watch yourself, there's an automated turret ahead. Armadillo squad took out its shield generators. Finish the job, Marine.
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aiSpeakWait( ent, "lipsync_vo_4_6_1" );
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}
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void VO_4_6_2( entity ent )
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{
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//marine10: Careful, Sergeant. They. They were ready for us.
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aiSpeakWait( ent, "lipsync_vo_4_6_2" );
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}
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void VO_4_8_1( entity ent )
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{
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//marine8: Men, we got reinforcements. Viper squad made it.
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aiSpeakWait( ent, "lipsync_vo_4_8_1" );
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}
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void VO_4_8_2( entity ent )
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{
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//marines : (Cheers)
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aiSpeakWait( ent, "lipsync_vo_4_8_2" );
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}
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void VO_4_8_3( entity ent )
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{
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//marine10: We're taking heavy causalities, Sergeant. I've never seen anything like this, everything's going to shit.
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aiSpeakWait( ent, "lipsync_vo_4_8_3" );
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}
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void VO_4_8_4( entity ent )
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{
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//marine4: That was amazing, Sir.
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aiSpeakWait( ent, "lipsync_vo_4_8_4" );
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}
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void VO_4_8_7( entity ent )
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{
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//marine11: I can't believe we made it through there. Half second later and we'd have been trapped.
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aiSpeakWait( ent, "lipsync_vo_4_8_7" );
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}
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void VO_4_8_8( entity ent )
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{
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//marine3: I don't even wanna think about.
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aiSpeakWait( ent, "lipsync_vo_4_8_8" );
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}
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void VO_4_8_9( entity ent )
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{
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//marine2: Sir! Have you talked with Dodson?
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aiSpeakWait( ent, "lipsync_vo_4_8_9" );
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}
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void VO_4_8_9_1( entity ent )
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{
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//marine6: Dekard! I saw the Harvester go down, should'a guessed that was your work.
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aiSpeakWait( ent, "lipsync_vo_4_8_9_1" );
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}
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void VO_4_8_9_2( entity ent )
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{
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//marine6: I sent a demolition team out to breach into the facility, but we lost contact. If you can get there, you should be able to blow the door yourself. Good luck, Sergeant.
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aiSpeakWait( ent, "lipsync_vo_4_8_9_2" );
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}
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void VO_4_8_10( entity ent )
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{
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//marine8: Man, are we glad to see you.
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aiSpeakWait( ent, "lipsync_vo_4_8_10" );
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}
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void VO_4_8_11( entity ent )
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{
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//marine8: I can't believe you made it here, you must be one hell of a soldier.
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aiSpeakWait( ent, "lipsync_vo_4_8_11" );
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}
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void VO_4_8_12( entity ent )
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{
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//marine8: The Strogg have us pinned. With you here, at least we have a chance.
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aiSpeakWait( ent, "lipsync_vo_4_8_12" );
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}
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void VO_4_8_13( entity ent )
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{
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//marine10: Have you ever seen a mission of this scope?
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aiSpeakWait( ent, "lipsync_vo_4_8_13" );
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}
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void VO_4_8_14( entity ent )
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{
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//marine10: So many men. I hope its worth it.
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aiSpeakWait( ent, "lipsync_vo_4_8_14" );
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}
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void VO_4_8_15( entity ent )
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{
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//marine10: I hope the other squads are having better luck.
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aiSpeakWait( ent, "lipsync_vo_4_8_15" );
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}
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void VO_4_8_16( entity ent )
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{
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//marine4: Hey, you're Sergeant Dekard Chase. Man, the rest of the guys'll never believe I met you.
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aiSpeakWait( ent, "lipsync_vo_4_8_16" );
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}
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void VO_4_8_17( entity ent )
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{
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//marine4: You think I could get a transfer to Viper Squad?
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aiSpeakWait( ent, "lipsync_vo_4_8_17" );
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}
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void VO_4_8_18( entity ent )
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{
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//marine4: How did you take down that Harvester?
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aiSpeakWait( ent, "lipsync_vo_4_8_18" );
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}
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void VO_4_8_19( entity ent )
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{
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//marine6: We need to get into that facility, Sergeant.
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aiSpeakWait( ent, "lipsync_vo_4_8_19" );
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}
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void VO_4_8_20( entity ent )
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{
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//marine6: The charges should be placed.
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aiSpeakWait( ent, "lipsync_vo_4_8_20" );
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}
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void VO_4_8_21( entity ent )
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{
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//marine6: You have your orders, Marine.
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aiSpeakWait( ent, "lipsync_vo_4_8_21" );
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}
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void VO_4_8_22( entity ent )
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{
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//marine11: Thanks for coming, Sir.
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aiSpeakWait( ent, "lipsync_vo_4_8_22" );
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}
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void VO_4_8_23( entity ent )
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{
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//marine11: The Strogg blew the tunnel just as we got inside.
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aiSpeakWait( ent, "lipsync_vo_4_8_23" );
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}
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void VO_4_8_24( entity ent )
|
|
{
|
|
//marine11: Have you seen the rest of Tiger Squad?
|
|
aiSpeakWait( ent, "lipsync_vo_4_8_24" );
|
|
}
|
|
|
|
void VO_4_8_25( entity ent )
|
|
{
|
|
//marine3: The tunnel just came down on top of us.
|
|
aiSpeakWait( ent, "lipsync_vo_4_8_25" );
|
|
}
|
|
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void VO_4_8_26( entity ent )
|
|
{
|
|
//marine3: Barrington and I are the only ones that came out.
|
|
aiSpeakWait( ent, "lipsync_vo_4_8_26" );
|
|
}
|
|
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void VO_4_8_27( entity ent )
|
|
{
|
|
//marine3: I hope the others are okay.
|
|
aiSpeakWait( ent, "lipsync_vo_4_8_27" );
|
|
}
|
|
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void VO_4_8_28( entity ent )
|
|
{
|
|
//marine2: Ready when you are, Sir.
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aiSpeakWait( ent, "lipsync_vo_4_8_28" );
|
|
}
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void VO_4_8_29( entity ent )
|
|
{
|
|
//marine2: It's an honor to serve with you, Sir.
|
|
aiSpeakWait( ent, "lipsync_vo_4_8_29" );
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|
}
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void VO_4_8_30( entity ent )
|
|
{
|
|
//marine2: Let's bring it to'em.
|
|
aiSpeakWait( ent, "lipsync_vo_4_8_30" );
|
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}
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void VO_4_9_1( entity ent )
|
|
{
|
|
//marine11: Aw shit. The fuses are blown, and the trigger relay is straight up fucked. Its gonna take me a minute to get these ready.
|
|
aiSpeakWait( ent, "lipsync_vo_4_9_1" );
|
|
}
|
|
|
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void VO_4_9_2( entity ent )
|
|
{
|
|
//darnell: Oh hell, is that what I think it is?
|
|
aiSpeakWait( ent, "lipsync_vo_4_9_2" );
|
|
}
|
|
|
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void VO_4_9_3( entity ent )
|
|
{
|
|
//tak: We got incoming.
|
|
aiSpeakWait( ent, "lipsync_vo_4_9_3" );
|
|
}
|
|
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void VO_4_9_4( entity ent )
|
|
{
|
|
//dekard: How many?
|
|
aiSpeakWait( ent, "lipsync_vo_4_9_4" );
|
|
}
|
|
|
|
void VO_4_9_5( entity ent )
|
|
{
|
|
//tak: Mother fucking all of them it looks like.
|
|
aiSpeakWait( ent, "lipsync_vo_4_9_5" );
|
|
}
|
|
|
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void VO_4_9_6( entity ent )
|
|
{
|
|
//darnell: Shit.
|
|
aiSpeakWait( ent, "lipsync_vo_4_9_6" );
|
|
}
|
|
|
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void VO_4_9_8( entity ent )
|
|
{
|
|
//trager: Watch my back guys. Give me two minutes.
|
|
aiSpeakWait( ent, "lipsync_vo_4_9_8" );
|
|
}
|
|
|
|
void VO_4_9_9( entity ent )
|
|
{
|
|
//tak: Roger that.
|
|
aiSpeakWait( ent, "lipsync_vo_4_9_9" );
|
|
}
|
|
|
|
void VO_4_9_10( entity ent )
|
|
{
|
|
//trager: All right, here we go. Keep'em off me, girls.
|
|
aiSpeakWait( ent, "lipsync_vo_4_9_10" );
|
|
}
|
|
|
|
void VO_4_10_1( entity ent )
|
|
{
|
|
//trager: First charge is ready. Two more.
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_1" );
|
|
}
|
|
|
|
void VO_4_10_2( entity ent )
|
|
{
|
|
//trager: That's two.
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_2" );
|
|
}
|
|
|
|
void VO_4_10_3( entity ent )
|
|
{
|
|
//trager: That's the third! Clear, clear, clear!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_3" );
|
|
}
|
|
|
|
void VO_4_10_4( entity ent )
|
|
{
|
|
//trager: Dammit, they're on me!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_4" );
|
|
}
|
|
|
|
void VO_4_10_5( entity ent )
|
|
{
|
|
//trager: I can't work like this.
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_5" );
|
|
}
|
|
|
|
void VO_4_10_6( entity ent )
|
|
{
|
|
//trager: Keep'em off me!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_6" );
|
|
}
|
|
|
|
void VO_4_10_7( entity ent )
|
|
{
|
|
//darnell: We lost one!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_7" );
|
|
}
|
|
|
|
void VO_4_10_8( entity ent )
|
|
{
|
|
//darnell: Man down!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_8" );
|
|
}
|
|
|
|
void VO_4_10_9( entity ent )
|
|
{
|
|
//darnell: South wall!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_9" );
|
|
}
|
|
|
|
void VO_4_10_10( entity ent )
|
|
{
|
|
//darnell: Contact, East Side!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_10" );
|
|
}
|
|
|
|
void VO_4_10_11( entity ent )
|
|
{
|
|
//darnell: Watch the West!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_11" );
|
|
}
|
|
|
|
void VO_4_10_12( entity ent )
|
|
{
|
|
//darnell: 12 o'clock high, boys!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_12" );
|
|
}
|
|
|
|
void VO_4_10_13( entity ent )
|
|
{
|
|
//tak: Marine down!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_13" );
|
|
}
|
|
|
|
void VO_4_10_14( entity ent )
|
|
{
|
|
//tak: We need a medic!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_14" );
|
|
}
|
|
|
|
void VO_4_10_15( entity ent )
|
|
{
|
|
//tak: They're coming from the South wall.
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_15" );
|
|
}
|
|
|
|
void VO_4_10_16( entity ent )
|
|
{
|
|
//tak: I got Strogg, East side.
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_16" );
|
|
}
|
|
|
|
void VO_4_10_17( entity ent )
|
|
{
|
|
//tak: West side!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_17" );
|
|
}
|
|
|
|
void VO_4_10_18( entity ent )
|
|
{
|
|
//tak: They're coming in from above!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_18" );
|
|
}
|
|
|
|
void VO_4_10_19( entity ent )
|
|
{
|
|
//marine1: Contact!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_19" );
|
|
}
|
|
|
|
void VO_4_10_20( entity ent )
|
|
{
|
|
//marine1: Is that all you bitches got?
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_20" );
|
|
}
|
|
|
|
void VO_4_10_21( entity ent )
|
|
{
|
|
//marine1: Bet'cha didn't count on this, huh, Squibs?
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_21" );
|
|
}
|
|
|
|
void VO_4_10_22( entity ent )
|
|
{
|
|
//marine2: Bring it, Squibs!
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_22" );
|
|
}
|
|
|
|
void VO_4_10_23( entity ent )
|
|
{
|
|
//marine2: They ain't half as tough as they are ugly.
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_23" );
|
|
}
|
|
|
|
void VO_4_10_24( entity ent )
|
|
{
|
|
//marine2: There's more where that came from.
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_24" );
|
|
}
|
|
|
|
void VO_4_10_25( entity ent )
|
|
{
|
|
//marine3: You'll have to do better than that.
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_25" );
|
|
}
|
|
|
|
void VO_4_10_26( entity ent )
|
|
{
|
|
//marine3: Want some of this?
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_26" );
|
|
}
|
|
|
|
void VO_4_10_27( entity ent )
|
|
{
|
|
//marine3: Strogg down.
|
|
aiSpeakWait( ent, "lipsync_vo_4_10_27" );
|
|
}
|
|
|
|
void VO_4_11_1( entity ent )
|
|
{
|
|
//darnell: Sarge, Eagle and Cougar squads are in place, all we gotta do is find a security center and let'em in.
|
|
aiSpeakWait( ent, "lipsync_vo_4_11_1" );
|
|
}
|
|
|
|
void VO_4_12_1( entity ent )
|
|
{
|
|
//tak: It's no good, Sergeant. We don't have enough explosives left to blast the door.
|
|
aiSpeakWait( ent, "lipsync_vo_4_12_1" );
|
|
}
|
|
|
|
void VO_4_13_1( entity ent )
|
|
{
|
|
//markswell<Over Radio>: Good job, Marine. Eagle and Cougar squads are entering now. Meet up with Viper and proceed into the main prison. We have to get Strauss before it's too late.
|
|
aiSpeakWait( ent, "lipsync_vo_4_13_1" );
|
|
}
|
|
|
|
void VO_4_14_1( entity ent )
|
|
{
|
|
//darnell: Sergeant! Glad to see you. We're the first squad to make it this far.
|
|
aiSpeakWait( ent, "lipsync_vo_4_14_1" );
|
|
}
|
|
|
|
void VO_4_14_2( entity ent )
|
|
{
|
|
//tak: We've secured most of the area; all that's left is getting into the main prison wing.
|
|
aiSpeakWait( ent, "lipsync_vo_4_14_2" );
|
|
}
|
|
|