// hardcoded sounds, defined in sounds.cfg
enum
{
    S_JUMP = 0,
    S_SOFTLAND, S_HARDLAND,
    S_BULLETAIR1, S_BULLETAIR2, S_BULLETHIT, S_BULLETWATERHIT,
    S_KNIFE, 
    S_PISTOL, S_RPISTOL,
    S_SHOTGUN, S_RSHOTGUN,
    S_SUBGUN, S_RSUBGUN,
    S_SNIPER, S_RSNIPER,
    S_ASSAULT, S_RASSAULT,
    S_ITEMAMMO, S_ITEMHEALTH,
    S_ITEMARMOUR, S_ITEMAKIMBO, 
    S_NOAMMO, S_AKIMBOOUT, 
    S_PAIN1, S_PAIN2, S_PAIN3, S_PAIN4, S_PAIN5, S_PAIN6,
    S_DIE1, S_DIE2, 
    S_FEXPLODE, 
    S_SPLASH1, S_SPLASH2,
    S_FLAGDROP, S_FLAGPICKUP, S_FLAGRETURN, S_FLAGSCORE,
    S_GRENADEPULL, S_GRENADETHROW, S_GRENADEBOUNCE1, S_GRENADEBOUNCE2, S_RAKIMBO,
    S_GUNCHANGE, 
    S_GIB, S_HEADSHOT,
    S_CALLVOTE, S_VOTEPASS, S_VOTEFAIL,
    S_FOOTSTEPS, S_FOOTSTEPSCROUCH, S_WATERFOOTSTEPS, S_WATERFOOTSTEPSCROUCH,
    S_CROUCH, S_UNCROUCH,
    S_MENUSELECT, S_MENUENTER,
    S_UNDERWATER,
    S_TINNITUS,

    S_AFFIRMATIVE,
    S_ALLRIGHTSIR,
    S_COMEONMOVE,
    S_COMINGINWITHTHEFLAG,
    S_COVERME,
    S_DEFENDTHEFLAG,
    S_ENEMYDOWN,
    S_GOGETEMBOYS,
    S_GOODJOBTEAM,
    S_IGOTONE,
    S_IMADECONTACT,
    S_IMATTACKING,
    S_IMONDEFENSE,
    S_IMONYOURTEAMMAN,
    S_NEGATIVE,
    S_NOCANDO,
    S_RECOVERTHEFLAG,
    S_SORRY,
    S_SPREADOUT,
    S_STAYHERE,
    S_STAYTOGETHER,
    S_THERESNOWAYSIR,
    S_WEDIDIT,
    S_YES, 
    S_NICESHOT,
    S_NULL
};

// sound priorities
enum
{
    SP_LOW = 0,
    SP_NORMAL,
    SP_HIGH,
    SP_HIGHEST
};

enum 
{
    M_FLAGGRAB = 0,
    M_LASTMINUTE1,
    M_LASTMINUTE2
};

