doors/open				{ DSDROPN ALDROPN PCDROPN }
doors/close				{ DSDRCLS ALDRCLS PCDRCLS }

doors/metal_open		{ DSMDROPN ALDROPN PCDROPN }
doors/metal_close		{ DSMDRCLS ALDRCLS PCDRCLS }

world/hitwall			{ NULL ALHITWAL PCHITWAL }
world/pushwall			{ DSPSHWAL ALPSHWAL PCPSHWAL }
world/pushwall_heavy	{ DSLPHWAL ALPSHWAL PCPSHWAL }

switches/normbutn		{ DSSWITCH ALSWITCH PCSWITCH }
$alias switches/exitbutn switches/normbutn
switches/elevbutn		{ DSPLATFM ALSWITCH PCSWITCH }

misc/1up				{ NULL ALBNS1UP PCBNS1UP }
misc/do_nothing			{ NULL ALNOTHIN PCNOTHIN }
misc/ammo_pickup		{ NULL ALAMMOUP PCAMMOUP }
misc/ammobox_pickup		{ NULL ALAMBXUP PCAMBXUP }
misc/health_pickup		{ NULL ALFOODUP PCFOODUP }
misc/medkit_pickup		{ NULL ALMEDIUP PCMEDIUP }
misc/k_pkup				{ NULL ALGETKEY PCGETKEY }
misc/end_bonus1			{ NULL ALENDBN1 PCENDBN1 }
misc/end_bonus2			{ NULL ALENDBN2 PCENDBN2 }
misc/no_bonus			{ NULL ALNOBNS PCNOBNS }
misc/100percent			{ NULL ALPRC100 PCPRC100 }
misc/slurpie			{ DSSLURPE ALSLURPE PCSLURPE }
misc/slurpie2			{ DSLSLURP ALSLURPE PCSLURPE }
misc/yeah				{ DSYEAH ALYEAH PCYEAH }
misc/fart				{ DSFART ALFART PCFART }
misc/crash				{ DSCRASH ALFART PCFART }

treasure/cross/pickup	{ NULL ALBONUS1 PCBONUS1 }
treasure/chalice/pickup	{ NULL ALBONUS2 PCBONUS2 }
treasure/bible/pickup	{ NULL ALBONUS3 PCBONUS3 }
treasure/crown/pickup	{ NULL ALBONUS4 PCBONUS4 }

menu/activate			{ NULL ALSELECT PCSELECT }
menu/escape				{ NULL ALESCPRS PCESCPRS }
menu/move1				{ NULL ALMVGUN1 PCMVGUN1 }
menu/move2				{ NULL ALMVGUN2 PCMVGUN2 }

player/death			{ NULL ALPLDETH PCPYDETH }
player/pain				{ DSPLPAIN ALPLPAIN PCPLPAIN } // Unused in Wolf
player/usefail			{ NULL ALNOWAY PCNOWAY }

weapon/knife/attack		{ NULL ALKNFSWG PCKNFSWG }

weapon/pistol/attack	{ DSPISTOL ALPISTOL PCPISTOL }

weapon/bluepistol/attack { DSBLUEPS ALPISTOL PCPISTOL }

weapon/machine/attack	{ DSMGUN ALMGUN PCMGUN }
weapon/machine/pickup	{ NULL ALMGUNUP PCMGUNUP }
$alias misc/w_pkup		weapon/machine/pickup

weapon/blueak47/attack	{ DSAK47 ALMGUN PCMGUN }
weapon/blueak47/pickup	{ NULL ALMGUNUP PCMGUNUP }

weapon/gatling/attack	{ DSCGUN ALCGUN PCCGUN }
weapon/gatling/pickup	{ DSCGUNUP ALCGUNUP PCCGUNUP }

weapon/bluegatling/attack	{ DSBGTGUN ALCGUN PCCGUN }
weapon/bluegatling/pickup	{ DSGTGNUP ALCGUNUP PCCGUNUP }

guard/attack			{ DSGRDFIR ALGRDFIR PCGRDFIR }
guard/sight				{ DSGRDSIT ALGRDSIT PCGRDSIT }
guard/death1			{ DSGDDTH1 ALGDDTH1 PCGDDTH1 }
guard/death2			{ DSGDDTH2 ALGDDTH2 PCGDDTH2 }
guard/death3			{ DSGDDTH2 ALGDDTH3 PCGDDTH3 } // Intentionally play the 2nd sound with digital
guard/death4			{ DSGDDTH4 ALGDDTH4 PCGDDTH4 }
guard/death5			{ DSGDDTH5 ALGDDTH5 PCGDDTH5 }
guard/death6			{ DSGDDTH6 ALGDDTH6 PCGDDTH6 }
guard/death7			{ DSGDDTH7 ALGDDTH7 PCGDDTH7 }
guard/death8			{ DSGDDTH8 ALGDDTH8 PCGDDTH8 }
$random guard/death		{ guard/death1 guard/death2 guard/death3 guard/death4 guard/death5 guard/death6 guard/death7 guard/death8 }
// Guards have a 1/256 chance of farting on death in map 10 of wolfenstein and the secret levels of SOD
// We're using two random sounds here since otherwise I would have to have an array of 256 of these to get the same net result
$random guard/fart16	{ misc/fart guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death }  // 1 / 16
$random guard/fart		{ guard/fart16 guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death guard/death } // 1 / 256

greenguard/attack			{ DSGGDFIR ALGRDFIR PCGRDFIR }
greenguard/sight			{ DSGGDSIT ALGRDSIT PCGRDSIT }
greenguard/death1			{ DSGGDTH1 ALGDDTH1 PCGDDTH1 }
greenguard/death2			{ DSGGDTH2 ALGDDTH2 PCGDDTH2 }
greenguard/death3			{ DSGGDTH2 ALGDDTH3 PCGDDTH3 } // Intentionally play the 2nd sound with digital
greenguard/death4			{ DSGGDTH4 ALGDDTH4 PCGDDTH4 }
greenguard/death5			{ DSGGDTH5 ALGDDTH5 PCGDDTH5 }
greenguard/death6			{ DSGGDTH6 ALGDDTH6 PCGDDTH6 }
greenguard/death7			{ DSGGDTH7 ALGDDTH7 PCGDDTH7 }
greenguard/death8			{ DSGGDTH8 ALGDDTH8 PCGDDTH8 }
$random greenguard/death	{ greenguard/death1 greenguard/death2 greenguard/death3 greenguard/death4 greenguard/death5 greenguard/death6 greenguard/death7 greenguard/death8 }
$random greenguard/crash16	{ misc/crash greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death }
$random greenguard/crash	{ greenguard/crash16 greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death greenguard/death }

dog/sight				{ DSDOGSIT ALDOGSIT PCDOGSIT }
dog/attack				{ DSDOGATK ALDOGATK PCDOGATK }
dog/death				{ DSDOGDTH ALDOGDTH PCDOGDTH }
$random dog/fart16		{ misc/fart dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death }
$random dog/fart		{ misc/fart16 dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death dog/death }

doberman/sight			{ DSDOBSIT ALDOGSIT PCDOGSIT }
doberman/attack			{ DSDOBATK ALDOGATK PCDOGATK }
doberman/death			{ DSDOBDTH ALDOGDTH PCDOGDTH }
$random doberman/crash16 { misc/crash doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death }
$random doberman/crash	{ misc/crash16 doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death doberman/death }

wolfss/attack			{ DSSSFIRE ALSSFIRE PCSSFIRE } // This is not the same as Doom 2 since it used the shotgun sound
wolfss/death			{ DSSSDTH ALSSDTH PCSSDTH }
wolfss/sight			{ DSSSSIT ALSSSIT PCSSSIT }
$random wolfss/fart16	{ misc/fart wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death }
$random wolfss/fart		{ wolfss/fart16 wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death wolfss/death }

ss/attack				{ DSLSSFRE ALSSFIRE PCSSFIRE }
ss/death				{ DSLSSDTH ALSSDTH PCSSDTH }
ss/sight				{ DSLSSSIT ALSSSIT PCSSSIT }
$random ss/crash16		{ misc/crash ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death }
$random ss/crash		{ ss/crash16 ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death ss/death }

mutant/attack			{ DSGRDFIR ALGRDFIR PCGRDFIR }
mutant/death			{ DSMUTDTH ALMUTDTH PCMUTDTH }
$random mutant/fart16	{ misc/fart mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death }
$random mutant/fart		{ misc/fart16 mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death mutant/death }

bat/attack				{ DSGRDFIR ALGRDFIR PCGRDFIR }
bat/death				{ DSBATDTH ALMUTDTH PCMUTDTH }
$random bat/crash16		{ misc/crash bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death }
$random bat/crash		{ misc/crash16 bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death bat/death }

officer/sight			{ DSOFFSIT ALOFFSIT PCOFFSIT }
officer/attack			{ DSGRDFIR ALGRDFIR PCGRDFIR }
officer/death			{ DSOFFDTH ALOFFDTH PCOFFDTH }
$random officer/fart16	{ misc/fart officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death }
$random officer/fart	{ officer/fart16 officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death officer/death }

lostofficer/sight		{ DSOF2SIT ALOFFSIT PCOFFSIT }
lostofficer/attack		{ DSGGDFIR ALGRDFIR PCGRDFIR }
lostofficer/death		{ DSOF2DTH ALOFFDTH PCOFFDTH }
$random lostofficer/crash16	{ misc/crash lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death }
$random lostofficer/crash	{ lostofficer/crash16 lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death lostofficer/death }

hans/attack				{ DSBOSSFR ALBOSSFR PCBOSSFR }
hans/sight				{ DSHANSIT ALHANSIT PCHANSIT }
hans/death				{ DSHANDTH ALHANDTH PCHANDTH }

schabbs/sight			{ DSSCBSIT ALSCBSIT PCSCBSIT }
schabbs/death			{ DSSCBDTH ALSCBDTH PCSCBDTH }
schabbs/throw			{ NULL ALSCBATK PCSCBATK }

fake/sight				{ DSFAKSIT ALFAKSIT PCFAKSIT }
fake/attack				{ NULL ALFAKFIR PCFAKFIR }
fake/death				{ DSFAKDTH ALFAKDTH PCFAKDTH }

hitler/attack			{ DSBOSSFR ALBOSSFR PCBOSSFR }
hitler/active			{ DSMCHSTP ALMCHSTP PCMCHSTP }
hitler/sight			{ DSHITSIT ALHITSIT PCHITSIT }
hitler/death			{ DSHITDTH ALHITDTH PCHITDTH }
hitler/mechadeath		{ DSHITSHI ALHITSHI PCHITSHI }

gift/sight				{ DSOTOSIT ALOTOSIT PCOTOSIT }
gift/death				{ DSOTODTH ALOTODTH PCOTODTH }

gretel/attack			{ DSGRDFIR ALGRDFIR PCGRDFIR }
gretel/sight			{ DSGRTSIT ALGRTSIT PCGRTSIT }
gretel/death			{ DSGRTDTH ALGRTDTH PCGRTDTH }

fat/sight				{ DSFATSIT ALFATSIT PCFATSIT }
fat/death				{ DSFATDTH ALFATDTH PCFATDTH }

missile/fire			{ NULL ALRLAUNC PCRLAUNC }
missile/hit				{ NULL ALBAREXP PCBAREXP }

trans/attack			{ DSBOSSFR ALBOSSFR PCBOSSFR }
trans/sight				{ DSTRASIT ALTRASIT PCTRASIT }
trans/death				{ DSTRADTH ALTRADTH PCTRADTH }

will/attack				{ DSBOSSFR ALBOSSFR PCBOSSFR }
will/sight				{ DSWILSIT ALWILSIT PCWILSIT }
will/death				{ DSWILDTH ALWILDTH PCWILDTH }

uber/attack				{ DSBOSSFR ALBOSSFR PCBOSSFR }
uber/death				{ DSUBRDTH ALUBRDTH PCUBRDTH }

knight/attack			{ DSBOSSFR ALBOSSFR PCBOSSFR }
knight/sight			{ DSKNTSIT ALKNTSIT PCKNTSIT }
knight/death			{ DSKNTDTH ALKNTDTH PCKNTDTH }

angel/breath			{ NULL ALAGLBTH PCAGLBTH }
angel/sight				{ DSAGLSIT ALAGLSIT PCAGLSIT }
angel/death				{ DSAGLDTH ALAGLDTH PCAGLDTH }

subwilly/attack			{ DSLBSSFR ALBOSSFR PCBOSSFR }
subwilly/sight			{ DSSUBSIT ALTRASIT PCTRASIT }
subwilly/death			{ DSSUBDTH ALTRADTH PCTRADTH }

professor/attack		{ DSLBSSFR ALBOSSFR PCBOSSFR }
professor/sight			{ DSPRFSIT ALWILSIT PCWILSIT }
professor/death			{ DSPRFDTH ALWILDTH PCWILDTH }

theaxe/attack			{ DSLBSSFR ALBOSSFR PCBOSSFR }
theaxe/death			{ DSAXEDTH ALUBRDTH PCUBRDTH }

robot/attack			{ DSLBSSFR ALBOSSFR PCBOSSFR }
robot/sight				{ DSROBSIT ALKNTSIT PCKNTSIT }
robot/death				{ DSROBDTH ALKNTDTH PCKNTDTH }

devil/breath			{ NULL ALAGLBTH PCAGLBTH }
devil/sight				{ DSDVLSIT ALAGLSIT PCAGLSIT }
devil/death				{ DSDVLDTH ALAGLDTH PCAGLDTH }

ghost/sight				{ NULL PCGHTSIT ALGHTSIT }
ghost/death				{ NULL ALGHTDTH ALGHTDTH }

treasure/spear/pickup	{ DSSPEAR ALSPEAR PCSPEAR }
treasure/spear2/pickup	{ DSSPEAR2 ALSPEAR PCSPEAR }
