// RADIO MESSAGES
radio.moveout
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/moveout.wav
}

radio.letsgo
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/letsgo.wav
}

radio.locknload
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/locknload.wav
}

radio.go
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/go.wav
}



radio.vip
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/vip.wav
}

Radio.CoverMe
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/ct_coverme.wav
}

Radio.YouTakeThePoint
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/takepoint.wav
}

Radio.HoldPosition
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/position.wav
}

Radio.Regroup
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/regroup.wav
}

Radio.FollowMe
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/followme.wav
}

Radio.TakingFire
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/fireassis.wav
}

Radio.GoGoGo
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/com_go.wav
}

Radio.TeamFallBack
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/fallback.wav
}

Radio.StickTogether
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/sticktog.wav
}

Radio.GetInPosition
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/com_getinpos.wav
}

Radio.StormFront
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/stormfront.wav
}

Radio.ReportInTeam
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/com_reportin.wav
}

Radio.Affirmitive
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/ct_affirm.wav
}

Radio.Roger
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/roger.wav
}

Radio.EnemySpotted
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/ct_enemys.wav
}

Radio.NeedBackup
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/ct_backup.wav
}

Radio.SectorClear
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/clear.wav
}

Radio.InPosition
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/ct_inpos.wav
}

Radio.ReportingIn
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/ct_reportingin.wav
}

Radio.GetOutOfThere
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/blow.wav
}

Radio.Negative
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/negative.wav
}

Radio.EnemyDown
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/enemydown.wav
}

Radio.FireInTheHole
{
	channel		CHAN_VOICE
	volume		1
	soundlevel	SNDLVL_75db
	wave		radio/ct_fireinhole.wav
}

"Event.BombPlanted"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_GUNFIRE"
	"wave"		"radio/bombpl.wav"
}

"Event.BombDefused"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_GUNFIRE"
	"wave"		"radio/bombdef.wav"
}

"Event.HostageTouched"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_GUNFIRE"
	"wave"		"radio/hostagecompromised.wav"
}

"Event.CTWin"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_GUNFIRE"
	"wave"		"radio/ctwin.wav"
}

"Event.TERWin"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_GUNFIRE"
	"wave"		"radio/terwin.wav"
}

"Event.RoundDraw"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_GUNFIRE"
	"wave"		"radio/rounddraw.wav"
}

"Event.HostageRescued"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_GUNFIRE"
	"wave"		"radio/rescued.wav"
}

"Event.HostageKilled"
{
	"channel"	"CHAN_STATIC"
	"volume"	"1.0"
	"soundlevel"	"SNDLVL_GUNFIRE"
	"wave"		"radio/hosdown.wav"
}