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	<updated>2026-05-01T13:41:21Z</updated>
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	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5491</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5491"/>
		<updated>2014-12-19T17:28:30Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Found another lighting hotkey/* Universal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + B || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| B || Snap cookie cutter brush to camera&lt;br /&gt;
|-&lt;br /&gt;
| D || Stretch selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected brush(es) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient brush to world&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected brush(es) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected brush(es)&lt;br /&gt;
'''''Tip''''': Using this with multiple brushes using this does not work; only the coordinates for one brush are displayed and changeable&lt;br /&gt;
|-&lt;br /&gt;
| Q || Lock selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Q || Unlock locked brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush by UID&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste copied brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| X || Open brush clipping dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Extrude selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| B || Bevel selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Tip''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale a face.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected vertex(ices) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all vertices of selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected vertices (SPECIAL)&lt;br /&gt;
'''''Note''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale vertices&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Backspace || Reselect previously selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected face's UV map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste UV map to selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Q || Box map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Planar map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + W || Cylinder map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap cylinder map to grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Flip selected face(s) horizontally&lt;br /&gt;
|-&lt;br /&gt;
| V || Flip selected face(s) vertically&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Note''''': Hold down &amp;quot;S&amp;quot; and use the up and down arrow keys to scale a texture on a face.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected face(s) properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select object by UID&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected object(s) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected object&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient selected object(s) to world&lt;br /&gt;
|-&lt;br /&gt;
| S || Staple selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + T || Teleport camera to first selected object&lt;br /&gt;
|-&lt;br /&gt;
| K || Link 2 selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + K || Break links of all selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + L || Link properties of selected object&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Snap first selected object to camera&lt;br /&gt;
|-&lt;br /&gt;
| J || Connect/disconnect selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + W || Bring up waypoint lists (if nothing selected)&lt;br /&gt;
Create waypoint list from selected nav points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Group Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush or object by UID&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected object(s) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected object or brush&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient selected object(s) to world&lt;br /&gt;
|-&lt;br /&gt;
| S || Staple selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + T || Teleport camera to first selected object or brush&lt;br /&gt;
|-&lt;br /&gt;
| K || Link 2 selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + K || Break links of all selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + L || Link properties of selected object&lt;br /&gt;
|-&lt;br /&gt;
| J || Connect/disconnect selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Red_Faction_Command_Line_Parameters&amp;diff=5490</id>
		<title>Red Faction Command Line Parameters</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Red_Faction_Command_Line_Parameters&amp;diff=5490"/>
		<updated>2014-11-30T02:59:20Z</updated>

		<summary type="html">&lt;p&gt;Eggy: updated -startpos and -startdir&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article is regarding [[Red Faction (Game)|Red Faction]]''&lt;br /&gt;
&lt;br /&gt;
[[Red Faction (Game)|Red Faction]] has support for command-line parameters that specify variables to the EXE before loading.&lt;br /&gt;
&lt;br /&gt;
The command-line is often known as command-line, commandline, cmdline.&lt;br /&gt;
&lt;br /&gt;
==Purposes of the command-line parameters==&lt;br /&gt;
Various command-line parameters are available to control operation of the game.&lt;br /&gt;
&lt;br /&gt;
==General command-line parameters/switches==&lt;br /&gt;
*-level &amp;lt;RFL name&amp;gt; - Specifies a level to load in single player mode.  The .rfl extension can be omitted.&lt;br /&gt;
*-mod &amp;lt;mod name&amp;gt; - Runs a client/serverside mod.  The parameter must match the name of the mod's folder in /mods/.&lt;br /&gt;
*-dedicated &amp;lt;config name&amp;gt; - Hosts a dedicated server with the specified config (set up in [[dedicated_server.txt]]).  If no config name parameter is given, it will default to the first configuration in [[dedicated_server.txt]]&lt;br /&gt;
*-port &amp;lt;port number&amp;gt; - Runs the server or client on the specified port.&lt;br /&gt;
[[Image:Servercmdline.jpg|250px|right|thumb|An example of using the command-line to run a [[dedicated server]]]]&lt;br /&gt;
*-lanonly - Forces a server to not contact the game tracker.  However, using this switch ''does not'' restrict connections from non-LAN clients.  Assuming ports are forwarded and NAT is set up appropriately, people outside of a LAN can still join the server, assuming they know the IP and port.&lt;br /&gt;
&lt;br /&gt;
==Command-line parameters/switches for mappers==&lt;br /&gt;
*-timedemo &amp;lt;RFL name&amp;gt; - When an appropriate RFL name is specified (with the .rfl extension omitted), a player will be automatically spawned at the origin of the level (XYZ: 0, 0, 0) and spin in a circle once.  Framerate statistics are displayed in the console and dumped to timedemo.txt&lt;br /&gt;
*-frameratetest &amp;lt;RFL name&amp;gt; - This does the same as -timedemo, with the exception that the test will be performed at the origin, and every path node in the level.  Caution must be used if not playing RF in windowed mode, as there is no way to exit the game until the test has completed (except for killing the process, which is difficult in fullscreen mode).&lt;br /&gt;
&lt;br /&gt;
==Command-line switches for graphics==&lt;br /&gt;
*-voodoo - Forces RF to use a Voodoo graphics card, ignoring the card specified in the [[launcher]].&lt;br /&gt;
*-voodoo3 - Same results as -voodoo, except for Voodoo3 cards as opposed to the original Voodoo.&lt;br /&gt;
&lt;br /&gt;
==Hidden command-line switches==&lt;br /&gt;
*-startpos &amp;lt;xyz&amp;gt; - Used by [[RED]] to begin the level at the camera position. (Format: &amp;lt;code&amp;gt;-startpos [0|1],x;[0|1],y;[0|1],z&amp;lt;/code&amp;gt; Note: 0 is for negative coordinates and 1 is for positive coordinates)&lt;br /&gt;
*-startdir &amp;lt;integers&amp;gt; - Used by [[RED]] to begin the level facing a specific direction. (Format: &amp;lt;code&amp;gt;-startdir [0|1],integer;[0|1],integer;[0|1],integer&amp;lt;/code&amp;gt; Note: 0 is for negtive orientation and 1 is for positive orientation)&lt;br /&gt;
*-trackerip &amp;lt;tracker ip/hostname&amp;gt; - This command-line switch, although undocumented by [[Volition Inc.|Volition]], is verified to exist in all released versions of [[Red Faction (Game)|Red Faction]], official and unofficial. (Multi Beta Test, 1.0, 1.1, 1.2, 1.3, [[Pure Faction|Pure]], [[Crystal Faction|Crystal]])  An IP or hostname is specified, and the game will use that server as the game tracker.  (Ex: -trackerip rfgt.factionfiles.com)&lt;br /&gt;
&amp;lt;!-- -trackerip is in fact hidden/undocumented --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deprecated command-line switches==&lt;br /&gt;
*-multilog - Only works in [[Red Faction Multiplayer Test]] (beta).  When used, the server will write a log of joining players and runtime to NAME_DayMoDD_HHMM.txt.  An example can be seen below:&lt;br /&gt;
&lt;br /&gt;
:12/16 15:37:38~   Player Default has joined&lt;br /&gt;
:12/16 15:38:18~   Player nick has joined&lt;br /&gt;
:12/16 16:18:43~   Red Faction has been active for 0 hours, 42 minutes, and 1 seconds&lt;br /&gt;
:12/16 17:00:44~   Red Faction has been active for 1 hours, 24 minutes, and 2 seconds&lt;br /&gt;
:12/16 17:42:45~   Red Faction has been active for 2 hours, 6 minutes, and 3 seconds&lt;br /&gt;
:12/16 18:16:20~   Player digi has joined&lt;br /&gt;
&lt;br /&gt;
==RED Command-line switches==&lt;br /&gt;
''See [[RED#RED_Command-line_switches|RED Editor]]''&lt;br /&gt;
&lt;br /&gt;
==Related Pages==&lt;br /&gt;
*[[Console commands]]&lt;br /&gt;
*[[Red Faction(Rebellion)|Red Faction]]&lt;br /&gt;
*[[Geomod]]&lt;br /&gt;
*[[RED(Engine)|RED Engine]]&lt;br /&gt;
*[[RED]]&lt;br /&gt;
*[[Parker]]&lt;br /&gt;
*[[dedicated_server.txt]]&lt;br /&gt;
*[[Rate presets]]&lt;br /&gt;
[[Category:Red Faction]]&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5489</id>
		<title>RED: Help</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5489"/>
		<updated>2014-11-10T03:43:01Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Added links to cutscene and miscellaneous sections/* List of Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This serves as an easy way to access RED's help information. Information from [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=517212 RED.HLP, RED.CHM], [https://www.factionfiles.com Faction Files], and [http://www.rfrun.net RFRun] have been compiled together.&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
=== View Ports ===&lt;br /&gt;
=== Status Window ===&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
=== General Preferences ===&lt;br /&gt;
=== Texture Preferences ===&lt;br /&gt;
=== Visual Preferences ===&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
=== File Menu ===&lt;br /&gt;
=== Edit Menu ===&lt;br /&gt;
=== Level Menu ===&lt;br /&gt;
=== View Menu ===&lt;br /&gt;
=== Tools Menu ===&lt;br /&gt;
=== Main Toolbar ===&lt;br /&gt;
=== Help Menu ===&lt;br /&gt;
&lt;br /&gt;
== Hot Keys ==&lt;br /&gt;
=== [[RED: Hot Keys#Camera Movement|Camera Movement Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush/Object Movement|Brush/Object Movement Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Universal|Universal Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush Mode|Brush Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Face Mode|Face Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Vertex Mode|Vertex Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Texture Mode|Texture Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Object Mode|Object Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Group Mode|Group Mode Hot Keys]] ===&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
=== Brush Mode Functions ===&lt;br /&gt;
=== Vertex Mode Functions ===&lt;br /&gt;
=== Face Mode Functions ===&lt;br /&gt;
=== Texture Mode Functions ===&lt;br /&gt;
=== Object Mode Functions ===&lt;br /&gt;
=== Group Mode Functions ===&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
=== Stretch ===&lt;br /&gt;
=== Bend ===&lt;br /&gt;
=== Twist ===&lt;br /&gt;
=== Jitter ===&lt;br /&gt;
=== Carving and Fusing ===&lt;br /&gt;
=== Mesh Smooth ===&lt;br /&gt;
=== Brush Clipping Tool ===&lt;br /&gt;
&lt;br /&gt;
== Basic Design ==&lt;br /&gt;
=== Basic Rules of Level Design ===&lt;br /&gt;
=== Portals ===&lt;br /&gt;
=== Using Groups ===&lt;br /&gt;
=== Making Your First Level ===&lt;br /&gt;
=== Creating a Level Pack File ===&lt;br /&gt;
&lt;br /&gt;
== Texturing ==&lt;br /&gt;
=== Texture Browser ===&lt;br /&gt;
=== Texture Mapping Types ===&lt;br /&gt;
=== UV Unwrapper Function ===&lt;br /&gt;
=== Using the UV Unwrapper ===&lt;br /&gt;
=== Face Properties ===&lt;br /&gt;
=== Using Custom Textures in RED ===&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
=== Light Object Properties ===&lt;br /&gt;
=== Over Brightening ===&lt;br /&gt;
=== Calculating Lightmaps and Lighting ===&lt;br /&gt;
&lt;br /&gt;
== Mover Groups ==&lt;br /&gt;
=== Keyframe Properties ===&lt;br /&gt;
=== Creating a Translating Mover ===&lt;br /&gt;
=== Creating a Rotating Mover ===&lt;br /&gt;
=== Movers in Movers ===&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
=== Select Object ===&lt;br /&gt;
=== Hide Object ===&lt;br /&gt;
=== Entities ===&lt;br /&gt;
==== Entity Properties ====&lt;br /&gt;
==== Entity State Animations ====&lt;br /&gt;
==== Entity Death Animations ====&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== AI Action Events ====&lt;br /&gt;
==== Catalyst Events ====&lt;br /&gt;
==== Level Events ====&lt;br /&gt;
==== Modifier Events ====&lt;br /&gt;
==== Special Events ====&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
==== Nav Points ====&lt;br /&gt;
==== Way Points ====&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
=== [[RED: List of Sounds|List of Sounds]] ===&lt;br /&gt;
==== [[RED: List of Sounds#Ambient|Ambient Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Creature|Creature Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Foley 1|Foley 1 Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Foley 2|Foley 2 Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#General|General Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Impact|Impact Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Vehicle|Vehicle Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Voice|Voice Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Weapon|Weapon Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Cutscene|Cutscene Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Miscellaneous|Miscellaneous Sounds]] ====&lt;br /&gt;
&lt;br /&gt;
=== Adding Custom Sounds To Your Level ===&lt;br /&gt;
=== Adding EAX To Your Level ===&lt;br /&gt;
&lt;br /&gt;
== Advanced Design ==&lt;br /&gt;
=== Detail Brushes ===&lt;br /&gt;
=== How to Make Perfect Curves ===&lt;br /&gt;
=== Poly Reduction ===&lt;br /&gt;
=== Using Mesh Brushes ===&lt;br /&gt;
=== Exporting Your Level as a VRML ===&lt;br /&gt;
=== RED Report Generator ===&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
=== How To Make Glass ===&lt;br /&gt;
=== Creating a Skybox ===&lt;br /&gt;
=== Creating a Double Door with Frame ===&lt;br /&gt;
=== Creating Natural Areas in RED ===&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
=== Level Limits ===&lt;br /&gt;
=== Holes ===&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_List_of_Sounds&amp;diff=5488</id>
		<title>RED: List of Sounds</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_List_of_Sounds&amp;diff=5488"/>
		<updated>2014-11-10T03:41:45Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Forgot .wav/* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ambient ==&lt;br /&gt;
Amb_Arc_01.wav&lt;br /&gt;
Amb_Arc_02.wav&lt;br /&gt;
Amb_Bubbles_01.wav&lt;br /&gt;
Amb_Bubbles_02.wav&lt;br /&gt;
Amb_Burning_01.wav&lt;br /&gt;
Amb_Burning_02.wav&lt;br /&gt;
Amb_Burning_03.wav&lt;br /&gt;
Amb_Cave_01L.wav&lt;br /&gt;
Amb_Cave_01R.wav&lt;br /&gt;
Amb_Cave_02L.wav&lt;br /&gt;
Amb_Cave_02R.wav&lt;br /&gt;
Amb_Cave_03L.wav&lt;br /&gt;
Amb_Cave_03R.wav&lt;br /&gt;
Amb_Cave_04.wav&lt;br /&gt;
Amb_Cave_05.wav&lt;br /&gt;
Amb_Cave_06.wav&lt;br /&gt;
Amb_Cave_07.wav&lt;br /&gt;
Amb_Cave_08L.wav&lt;br /&gt;
Amb_Cave_08R.wav&lt;br /&gt;
Amb_Cave_09L.wav&lt;br /&gt;
Amb_Cave_09R.wav&lt;br /&gt;
Amb_Computer_01.wav&lt;br /&gt;
Amb_Computer_02.wav&lt;br /&gt;
Amb_Computer_03.wav&lt;br /&gt;
Amb_Computer_04.wav&lt;br /&gt;
Amb_DirtFall.wav&lt;br /&gt;
Amb_Drips_01.wav&lt;br /&gt;
Amb_Drips_02.wav&lt;br /&gt;
Amb_Drone_01.wav&lt;br /&gt;
Amb_Drone_02.wav&lt;br /&gt;
Amb_Drone_03.wav&lt;br /&gt;
Amb_Drone_04.wav&lt;br /&gt;
Amb_Drone_05.wav&lt;br /&gt;
Amb_Drone_06.wav&lt;br /&gt;
Amb_Drone_07.wav&lt;br /&gt;
Amb_Drone_08.wav&lt;br /&gt;
Amb_Electricity_01.wav&lt;br /&gt;
Amb_Energy.wav&lt;br /&gt;
Amb_Energy_01.wav&lt;br /&gt;
Amb_Energy_02.wav&lt;br /&gt;
Amb_Fan_01.wav&lt;br /&gt;
Amb_Fan_02.wav&lt;br /&gt;
Amb_Fan_03.wav&lt;br /&gt;
Amb_Generator_01.wav&lt;br /&gt;
Amb_Generator_02.wav&lt;br /&gt;
Amb_Generator_03.wav&lt;br /&gt;
Amb_Industrial_01.wav&lt;br /&gt;
Amb_Industrial_02.wav&lt;br /&gt;
Amb_Industrial_03.wav&lt;br /&gt;
Amb_Industrial_04.wav&lt;br /&gt;
Amb_Industrial_05.wav&lt;br /&gt;
Amb_Industrial_06.wav&lt;br /&gt;
Amb_Lava_01.wav&lt;br /&gt;
Amb_Lava_02.wav&lt;br /&gt;
Amb_LavaBurn_01.wav&lt;br /&gt;
Amb_Quake_01.wav&lt;br /&gt;
Amb_Quake_02.wav&lt;br /&gt;
Amb_Quake_03.wav&lt;br /&gt;
Amb_Radio_01.wav&lt;br /&gt;
Amb_Radio_02.wav&lt;br /&gt;
Amb_Radio_03.wav&lt;br /&gt;
Amb_Radio_04.wav&lt;br /&gt;
Amb_Radio_05.wav&lt;br /&gt;
Amb_Radio_06.wav&lt;br /&gt;
Amb_Radio_07.wav&lt;br /&gt;
Amb_Radio_08.wav&lt;br /&gt;
Amb_Radio_09.wav&lt;br /&gt;
Amb_Radio_10.wav&lt;br /&gt;
Amb_RocketBurn_L.wav&lt;br /&gt;
Amb_RocketBurn_R.wav&lt;br /&gt;
Amb_Room_01.wav&lt;br /&gt;
Amb_Room_02.wav&lt;br /&gt;
Amb_Room_03.wav&lt;br /&gt;
Amb_Room_04.wav&lt;br /&gt;
Amb_Room_05.wav&lt;br /&gt;
Amb_Room_06.wav&lt;br /&gt;
Amb_Room_07.wav&lt;br /&gt;
Amb_Room_08.wav&lt;br /&gt;
Amb_Room_09.wav&lt;br /&gt;
Amb_Room_10.wav&lt;br /&gt;
Amb_Room_11.wav&lt;br /&gt;
Amb_Rumble.wav&lt;br /&gt;
Amb_Shield.wav&lt;br /&gt;
Amb_Steam_01.wav&lt;br /&gt;
Amb_Steam_02.wav&lt;br /&gt;
Amb_Steam_03.wav&lt;br /&gt;
Amb_Steam_04.wav&lt;br /&gt;
Amb_Steam_05.wav&lt;br /&gt;
Amb_Vent_01.wav&lt;br /&gt;
Amb_Vent_02.wav&lt;br /&gt;
Amb_Vent_03.wav&lt;br /&gt;
Amb_Water_01.wav&lt;br /&gt;
Amb_Water_02.wav&lt;br /&gt;
Amb_Water_03.wav&lt;br /&gt;
Amb_Water_04.wav&lt;br /&gt;
Amb_Water_Fall_01.wav&lt;br /&gt;
Amb_Water_Fall_02.wav&lt;br /&gt;
Amb_WaterFall_01.wav&lt;br /&gt;
Amb_WaterFall_02.wav&lt;br /&gt;
Amb_WaterFall_03.wav&lt;br /&gt;
Amb_WaterFall_04.wav&lt;br /&gt;
Amb_Wind_01.wav&lt;br /&gt;
Amb_Wind_02.wav&lt;br /&gt;
Amb_Wind_03.wav&lt;br /&gt;
== Creature ==&lt;br /&gt;
Admin_bot_alert.wav&lt;br /&gt;
Admin_bot_die.wav&lt;br /&gt;
Admin_bot_hit.wav&lt;br /&gt;
Admin_bot_loop.wav&lt;br /&gt;
Bat_cry1.wav&lt;br /&gt;
Bat_cry2.wav&lt;br /&gt;
Bat_cry3.wav&lt;br /&gt;
Bat_die1.wav&lt;br /&gt;
Bat_die2.wav&lt;br /&gt;
Bat_die3.wav&lt;br /&gt;
bat_fly_fast.wav&lt;br /&gt;
bat_fly_slow.wav&lt;br /&gt;
Bat_fly1.wav&lt;br /&gt;
bat_idle.wav&lt;br /&gt;
BReeper_alert.wav&lt;br /&gt;
Breeper_Attack_01.wav&lt;br /&gt;
Breeper_Attack_02.wav&lt;br /&gt;
BReeper_die.wav&lt;br /&gt;
Breeper_Foot_01.wav&lt;br /&gt;
Breeper_Foot_02.wav&lt;br /&gt;
Breeper_Foot_03.wav&lt;br /&gt;
Breeper_Foot_04.wav&lt;br /&gt;
Breeper_Foot_05.wav&lt;br /&gt;
Breeper_Foot_06.wav&lt;br /&gt;
BReeper_hit1.wav&lt;br /&gt;
BReeper_hit2.wav&lt;br /&gt;
BReeper_Idle.wav&lt;br /&gt;
BSlap.wav&lt;br /&gt;
BSnake_Bite.wav&lt;br /&gt;
BSnake_death.wav&lt;br /&gt;
BSnake_Spit.wav&lt;br /&gt;
Cutter_attack.wav&lt;br /&gt;
Cutter_die.wav&lt;br /&gt;
Cutter_Fly.wav&lt;br /&gt;
Cutter_hit1.wav&lt;br /&gt;
Cutter_hit2.wav&lt;br /&gt;
Drone_Attack_01.wav&lt;br /&gt;
Grabber_Alert.wav&lt;br /&gt;
Grabber_die.wav&lt;br /&gt;
Grabber_Fly.wav&lt;br /&gt;
Grabber_hit1.wav&lt;br /&gt;
Grabber_hit2.wav&lt;br /&gt;
Grabber_Pickup.wav&lt;br /&gt;
LgBot1_hit3.wav&lt;br /&gt;
LgBot1_hit4.wav&lt;br /&gt;
LgBot2_alert.wav&lt;br /&gt;
LgBot2_die.wav&lt;br /&gt;
LgBot2_fly.wav&lt;br /&gt;
MdBot1_hit1.wav&lt;br /&gt;
MdBot1_hit2.wav&lt;br /&gt;
MdBot1_hit3.wav&lt;br /&gt;
MdBot1_hit4.wav&lt;br /&gt;
MdBot2_alert.wav&lt;br /&gt;
Meca_Close.wav&lt;br /&gt;
Meca_Open.wav&lt;br /&gt;
Mutant_Alert_01.wav&lt;br /&gt;
Mutant_attack_01.wav&lt;br /&gt;
Mutant_attack_02.wav&lt;br /&gt;
Mutant_Death.wav&lt;br /&gt;
Mutant_hit_back.wav&lt;br /&gt;
Mutant_hit_front.wav&lt;br /&gt;
Mutant_Idle_01.wav&lt;br /&gt;
Mutant_Idle_02.wav&lt;br /&gt;
Mutant_Pain_01.wav&lt;br /&gt;
Mutant_Pain_02.wav&lt;br /&gt;
Mutant_Pain_03.wav&lt;br /&gt;
Mutant_Pain_04.wav&lt;br /&gt;
Mutant_Squash_01.wav&lt;br /&gt;
Mutant_Squash_02.wav&lt;br /&gt;
Mutant_Stand.wav&lt;br /&gt;
Mutant_Swing.wav&lt;br /&gt;
Mutant2_Attack.wav&lt;br /&gt;
Mutant2_Death.wav&lt;br /&gt;
Mutant2_Idle.wav&lt;br /&gt;
Mutant2_Pain_01.wav&lt;br /&gt;
Mutant2_Pain_02.wav&lt;br /&gt;
Mutant2_Squash_01.wav&lt;br /&gt;
Mutant2_Squash_02.wav&lt;br /&gt;
Mutant2_Stand.wav&lt;br /&gt;
Reeper_Alert_01.wav&lt;br /&gt;
Reeper_Alert_02.wav&lt;br /&gt;
Reeper_Attack_01.wav&lt;br /&gt;
Reeper_Attack_02.wav&lt;br /&gt;
Reeper_Die.wav&lt;br /&gt;
Reeper_Foot_01.wav&lt;br /&gt;
Reeper_Foot_02.wav&lt;br /&gt;
Reeper_Foot_03.wav&lt;br /&gt;
Reeper_Foot_04.wav&lt;br /&gt;
Reeper_Foot_05.wav&lt;br /&gt;
Reeper_Foot_06.wav&lt;br /&gt;
Reeper_Idle_01.wav&lt;br /&gt;
Reeper_Pain_01.wav&lt;br /&gt;
Reeper_Pain_02.wav&lt;br /&gt;
RSnake_attack.wav&lt;br /&gt;
RSnake_Bite.wav&lt;br /&gt;
RSnake_death.wav&lt;br /&gt;
RSnake_move.wav&lt;br /&gt;
RSnake_screech.wav&lt;br /&gt;
RSnake_Spit.wav&lt;br /&gt;
SCre_Die_01.wav&lt;br /&gt;
SCre_Idle_01.wav&lt;br /&gt;
SCre_Idle_02.wav&lt;br /&gt;
SCre_Idle_03.wav&lt;br /&gt;
SCre_Idle_04.wav&lt;br /&gt;
SCre_Pain_01.wav&lt;br /&gt;
SCre_Pain_02.wav&lt;br /&gt;
SCre_Pain_03.wav&lt;br /&gt;
SCre_Pain_04.wav&lt;br /&gt;
SCre_Ram_01.wav&lt;br /&gt;
SCre_Ram_02.wav&lt;br /&gt;
SCre_RamSub_01.wav&lt;br /&gt;
SCre_RamSub_02.wav&lt;br /&gt;
SCrea_Attack_01.wav&lt;br /&gt;
SCrea_Attack_02.wav&lt;br /&gt;
Servo_01.wav&lt;br /&gt;
Servo_02.wav&lt;br /&gt;
Servo_03.wav&lt;br /&gt;
Servo_04.wav&lt;br /&gt;
SmBot1_alert.wav&lt;br /&gt;
SmBot1_fly.wav&lt;br /&gt;
SmBot1_hit1.wav&lt;br /&gt;
SmBot1_hit2.wav&lt;br /&gt;
SmBot2_die.wav&lt;br /&gt;
Snake_Move_01.wav&lt;br /&gt;
Snake_Move_02.wav&lt;br /&gt;
Snake_Move_03.wav&lt;br /&gt;
Snake_Move_04.wav&lt;br /&gt;
Sonar_Wave_01.wav&lt;br /&gt;
Sonar_Wave_02.wav&lt;br /&gt;
Spike_Alert.wav&lt;br /&gt;
Spike_Attack_01.wav&lt;br /&gt;
Spike_Attack_02.wav&lt;br /&gt;
Spike_Attack_03.wav&lt;br /&gt;
Spike_die.wav&lt;br /&gt;
Spike_hit1.wav&lt;br /&gt;
Spike_hit2.wav&lt;br /&gt;
Spike_idle.wav&lt;br /&gt;
Spike_Open.wav&lt;br /&gt;
Spit_Hit_01.wav&lt;br /&gt;
Spit_Hit_02.wav&lt;br /&gt;
Spit_Hit_03.wav&lt;br /&gt;
Tankbot_Attack_Guns.wav&lt;br /&gt;
Tankbot_Attack_Melee.wav&lt;br /&gt;
Tankbot_Lgpain_01.wav&lt;br /&gt;
Tankbot_Lgpain_02.wav&lt;br /&gt;
Tankbot_Lgpain_03.wav&lt;br /&gt;
Tankbot_Smpain_01.wav&lt;br /&gt;
Tankbot_Smpain_02.wav&lt;br /&gt;
Tankbot_Smpain_03.wav&lt;br /&gt;
Wing_Flap_01.wav&lt;br /&gt;
Wing_Flap_02.wav&lt;br /&gt;
Wing_Flap_03.wav&lt;br /&gt;
Wing_Flap_04.wav&lt;br /&gt;
&lt;br /&gt;
== Foley 1 ==&lt;br /&gt;
Admin_Squash_01.wav&lt;br /&gt;
Admin_Squash_02.wav&lt;br /&gt;
Body_Drop.wav&lt;br /&gt;
Body_Lift.wav&lt;br /&gt;
Breath.wav&lt;br /&gt;
CapekDeath_Generic.wav&lt;br /&gt;
CasingDrop_E01.wav&lt;br /&gt;
CasingDrop_E02.wav&lt;br /&gt;
CasingDrop_E03.wav&lt;br /&gt;
CasingDrop_E04.wav&lt;br /&gt;
CasingDrop_M01.wav&lt;br /&gt;
CasingDrop_M02.wav&lt;br /&gt;
CasingDrop_M03.wav&lt;br /&gt;
CasingDrop_M04.wav&lt;br /&gt;
Climb_F_Left.wav&lt;br /&gt;
Climb_F_Right.wav&lt;br /&gt;
Climb_Left.wav&lt;br /&gt;
Climb_Right.wav&lt;br /&gt;
Crawl_01.wav&lt;br /&gt;
Crawl_02.wav&lt;br /&gt;
Crawl_03.wav&lt;br /&gt;
Crawl_04.wav&lt;br /&gt;
Die_01.wav&lt;br /&gt;
Die_02.wav&lt;br /&gt;
DropHelmet_01.wav&lt;br /&gt;
DropHelmet_02.wav&lt;br /&gt;
DropHelmet_03.wav&lt;br /&gt;
DropHelmet_04.wav&lt;br /&gt;
Footsidestep_01.wav&lt;br /&gt;
Footsidestep_02.wav&lt;br /&gt;
FootSlide.wav&lt;br /&gt;
Fp_asslt_ammocheck.wav&lt;br /&gt;
Fp_asslt_gripopen.wav&lt;br /&gt;
Fp_asslt_handstretch.wav&lt;br /&gt;
Fp_asslt_reload.wav&lt;br /&gt;
FP_charge_draw.wav&lt;br /&gt;
FP_charge_idlerub.wav&lt;br /&gt;
FP_charge_idletap.wav&lt;br /&gt;
FP_charge_throw.wav&lt;br /&gt;
FP_det_idle_check.wav&lt;br /&gt;
FP_det_idle_stretch.wav&lt;br /&gt;
FP_detonator_draw.wav&lt;br /&gt;
FP_detonator_fire.wav&lt;br /&gt;
Fp_flame_altfire.wav&lt;br /&gt;
Fp_flame_idlecheck.wav&lt;br /&gt;
Fp_flame_idletap.wav&lt;br /&gt;
Fp_flame_reload.wav&lt;br /&gt;
Fp_flame_switch.wav&lt;br /&gt;
FP_glock_draw.wav&lt;br /&gt;
FP_glock_flex.wav&lt;br /&gt;
FP_glock_holster.wav&lt;br /&gt;
FP_glock_look.wav&lt;br /&gt;
FP_glock_reload.wav&lt;br /&gt;
FP_glock_silencer_off.wav&lt;br /&gt;
FP_glock_silencer_on.wav&lt;br /&gt;
Fp_gren_idlecheck.wav&lt;br /&gt;
Fp_gren_pinpulltoss.wav&lt;br /&gt;
Fp_gren_spin.wav&lt;br /&gt;
Fp_gren_twistthrow.wav&lt;br /&gt;
Fp_hmg_idlecheck.wav&lt;br /&gt;
Fp_hmg_idlesweep.wav&lt;br /&gt;
Fp_hmg_reload.wav&lt;br /&gt;
Fp_mcpl_idletop_flex.wav&lt;br /&gt;
Fp_mcpl_idletop_hit.wav&lt;br /&gt;
Fp_mcpl_reload_bottom.wav&lt;br /&gt;
Fp_mcpl_reload_top.wav&lt;br /&gt;
Fp_mcpl_switch.wav&lt;br /&gt;
Fp_mcpl_switchback.wav&lt;br /&gt;
FP_rail_idlecheck.wav&lt;br /&gt;
FP_rail_idleturn.wav&lt;br /&gt;
FP_rail_reload.wav&lt;br /&gt;
FP_riot_attack.wav&lt;br /&gt;
FP_riot_attack_taser.wav&lt;br /&gt;
FP_riot_draw.wav&lt;br /&gt;
FP_riot_holster.wav&lt;br /&gt;
FP_riot_idle.wav&lt;br /&gt;
FP_riot_idle_hit.wav&lt;br /&gt;
FP_riot_reload.wav&lt;br /&gt;
FP_riot_toss.wav&lt;br /&gt;
FP_riotshield_attack.wav&lt;br /&gt;
FP_riotshield_block.wav&lt;br /&gt;
FP_riotshield_flex.wav&lt;br /&gt;
FP_riotshield_idlelow.wav&lt;br /&gt;
Fp_rocket_ammocheck.wav&lt;br /&gt;
Fp_rocket_draw.wav&lt;br /&gt;
Fp_rocket_fire.wav&lt;br /&gt;
Fp_rocket_holster.wav&lt;br /&gt;
Fp_rocket_reload.wav&lt;br /&gt;
Fp_rocket_screenwipe.wav&lt;br /&gt;
Fp_scopear_idlescope.wav&lt;br /&gt;
Fp_scopear_idleturn.wav&lt;br /&gt;
Fp_scopear_reload.wav&lt;br /&gt;
Fp_shol_fire.wav&lt;br /&gt;
Fp_shol_idlemonitor.wav&lt;br /&gt;
Fp_shol_idlewipe.wav&lt;br /&gt;
Fp_shol_reload.wav&lt;br /&gt;
FP_shotgun_fire_slow.wav&lt;br /&gt;
FP_shotgun_idle_stretch.wav&lt;br /&gt;
FP_shotgun_idle_sweep.wav&lt;br /&gt;
FP_shotgun_reload_finish.wav&lt;br /&gt;
FP_sniper_draw.wav&lt;br /&gt;
FP_sniper_holster.wav&lt;br /&gt;
FP_sniper_reload.wav&lt;br /&gt;
FP_sniper_scope.wav&lt;br /&gt;
FP_sniper_scratch.wav&lt;br /&gt;
Gasp_01.wav&lt;br /&gt;
Gasp_02.wav&lt;br /&gt;
Gib_01.wav&lt;br /&gt;
Gib_02.wav&lt;br /&gt;
Gib_03.wav&lt;br /&gt;
Gib_04.wav&lt;br /&gt;
HumanDeath_Alternate.wav&lt;br /&gt;
HumanDeath_Backward.wav&lt;br /&gt;
HumanDeath_Blast_02.wav&lt;br /&gt;
HumanDeath_BlastBackward.wav&lt;br /&gt;
HumanDeath_BlastForward.wav&lt;br /&gt;
HumanDeath_Chest_01.wav&lt;br /&gt;
HumanDeath_Chest_02.wav&lt;br /&gt;
HumanDeath_ChestBackward.wav&lt;br /&gt;
HumanDeath_ChestForward.wav&lt;br /&gt;
HumanDeath_ChestForwardSlow.wav&lt;br /&gt;
HumanDeath_Crouch.wav&lt;br /&gt;
HumanDeath_Crouch_02.wav&lt;br /&gt;
HumanDeath_CrouchBack.wav&lt;br /&gt;
HumanDeath_Forward.wav&lt;br /&gt;
HumanDeath_Forward_02.wav&lt;br /&gt;
HumanDeath_Generic.wav&lt;br /&gt;
HumanDeath_Generic_02.wav&lt;br /&gt;
HumanDeath_Generic_03.wav&lt;br /&gt;
HumanDeath_Generic_04.wav&lt;br /&gt;
HumanDeath_Generic_05.wav&lt;br /&gt;
HumanDeath_Head_02a.wav&lt;br /&gt;
HumanDeath_Head_02b.wav&lt;br /&gt;
HumanDeath_HeadBackward.wav&lt;br /&gt;
HumanDeath_HeadBackward_02.wav&lt;br /&gt;
HumanDeath_HeadForward.wav&lt;br /&gt;
HumanDeath_Leg_01.wav&lt;br /&gt;
HumanDeath_Leg_02.wav&lt;br /&gt;
HumanDeath_Leg_03.wav&lt;br /&gt;
HumanDeath_LegLeft.wav&lt;br /&gt;
HumanDeath_LegRight.wav&lt;br /&gt;
Jump_01.wav&lt;br /&gt;
Jump_02.wav&lt;br /&gt;
Jump_03.wav&lt;br /&gt;
Jump_04.wav&lt;br /&gt;
Jump_05.wav&lt;br /&gt;
Jump_06.wav&lt;br /&gt;
JumpHurt_01.wav&lt;br /&gt;
JumpHurt_02.wav&lt;br /&gt;
JumpLand_01.wav&lt;br /&gt;
JumpLand_02.wav&lt;br /&gt;
JumpLand_03.wav&lt;br /&gt;
JumpLand_04.wav&lt;br /&gt;
JumpLand_05.wav&lt;br /&gt;
JumpLand_06.wav&lt;br /&gt;
JumpLand_07.wav&lt;br /&gt;
L2S2_Prisoner_Foley.wav&lt;br /&gt;
Medic_Death.wav&lt;br /&gt;
Medic_Heal.wav&lt;br /&gt;
Medic_Idle.wav&lt;br /&gt;
Miner_Beats_Guard.wav&lt;br /&gt;
Player_Die_01.wav&lt;br /&gt;
Player_Die_02.wav&lt;br /&gt;
Player_Die_03.wav&lt;br /&gt;
Player_Die_04.wav&lt;br /&gt;
Player_Die_05.wav&lt;br /&gt;
Player_Die_06.wav&lt;br /&gt;
Player_Lgpain_01.wav&lt;br /&gt;
Player_Lgpain_02.wav&lt;br /&gt;
Player_Lgpain_03.wav&lt;br /&gt;
Player_Lgpain_04.wav&lt;br /&gt;
Player_Smpain_01.wav&lt;br /&gt;
Player_Smpain_02.wav&lt;br /&gt;
Player_Smpain_03.wav&lt;br /&gt;
Player_Smpain_04.wav&lt;br /&gt;
rshield_impact_01.wav&lt;br /&gt;
rshield_impact_02.wav&lt;br /&gt;
rshield_impact_03.wav&lt;br /&gt;
rshield_impact_04.wav&lt;br /&gt;
Splash_In.wav&lt;br /&gt;
Splash_out.wav&lt;br /&gt;
Squash_01.wav&lt;br /&gt;
Squash_02.wav&lt;br /&gt;
Squash_03.wav&lt;br /&gt;
Squash_04.wav&lt;br /&gt;
Startle_01.wav&lt;br /&gt;
Startle_02.wav&lt;br /&gt;
Swim_01.wav&lt;br /&gt;
Swim_Left.wav&lt;br /&gt;
Swim_Right.wav&lt;br /&gt;
Tech_Death.wav&lt;br /&gt;
tech_death_spin_l.wav&lt;br /&gt;
tech_death_spin_r.wav&lt;br /&gt;
tech_idle.wav&lt;br /&gt;
ult3_idle_handstretch.wav&lt;br /&gt;
ult3_idle_legscratch.wav&lt;br /&gt;
ult3_idle_radarlook.wav&lt;br /&gt;
ult3_idle_reload.wav&lt;br /&gt;
Ultor_Draw.wav&lt;br /&gt;
Ultor_Idle_hithead.wav&lt;br /&gt;
Ultor_Idle_look.wav&lt;br /&gt;
Ultor_Reload.wav&lt;br /&gt;
Underwater_01.wav&lt;br /&gt;
Underwater_02.wav&lt;br /&gt;
Walk_BrokenGlass_01.wav&lt;br /&gt;
Walk_BrokenGlass_02.wav&lt;br /&gt;
Walk_BrokenGlass_03.wav&lt;br /&gt;
Walk_BrokenGlass_04.wav&lt;br /&gt;
Walk_BrokenGlass_05.wav&lt;br /&gt;
Walk_BrokenGlass_06.wav&lt;br /&gt;
Walk_Glass_01.wav&lt;br /&gt;
Walk_Glass_02.wav&lt;br /&gt;
Walk_Glass_03.wav&lt;br /&gt;
Walk_Glass_04.wav&lt;br /&gt;
Walk_Glass_05.wav&lt;br /&gt;
Walk_Glass_06.wav&lt;br /&gt;
Walk_Gravel_01.wav&lt;br /&gt;
Walk_Gravel_02.wav&lt;br /&gt;
Walk_Gravel_03.wav&lt;br /&gt;
Walk_Gravel_04.wav&lt;br /&gt;
Walk_Gravel_05.wav&lt;br /&gt;
Walk_Gravel_06.wav&lt;br /&gt;
Walk_Ice_01.wav&lt;br /&gt;
Walk_Ice_02.wav&lt;br /&gt;
Walk_Ice_03.wav&lt;br /&gt;
Walk_Ice_04.wav&lt;br /&gt;
Walk_Ice_05.wav&lt;br /&gt;
Walk_Ice_06.wav&lt;br /&gt;
Walk_Metal_01.wav&lt;br /&gt;
Walk_Metal_02.wav&lt;br /&gt;
Walk_Metal_03.wav&lt;br /&gt;
Walk_Metal_04.wav&lt;br /&gt;
Walk_Metal_05.wav&lt;br /&gt;
Walk_Metal_06.wav&lt;br /&gt;
Walk_Solid_01.wav&lt;br /&gt;
Walk_Solid_02.wav&lt;br /&gt;
Walk_Solid_03.wav&lt;br /&gt;
Walk_Solid_04.wav&lt;br /&gt;
Walk_Solid_05.wav&lt;br /&gt;
Walk_Solid_06.wav&lt;br /&gt;
Walk_Water_01.wav&lt;br /&gt;
Walk_Water_02.wav&lt;br /&gt;
Walk_Water_03.wav&lt;br /&gt;
Walk_Water_04.wav&lt;br /&gt;
&lt;br /&gt;
== Foley 2 ==&lt;br /&gt;
Alarm_01.wav&lt;br /&gt;
Alarm_02.wav&lt;br /&gt;
Alarm_03.wav&lt;br /&gt;
Alarm_04.wav&lt;br /&gt;
Alarm_05.wav&lt;br /&gt;
Alarm_loop.wav&lt;br /&gt;
Arc_01.wav&lt;br /&gt;
Arc_02.wav&lt;br /&gt;
Beep_01.wav&lt;br /&gt;
Bubbles_01.wav&lt;br /&gt;
Bubbles_02.wav&lt;br /&gt;
Burning_01.wav&lt;br /&gt;
Burning_02.wav&lt;br /&gt;
Burning_03.wav&lt;br /&gt;
Cart_End.wav&lt;br /&gt;
Cart_Loop.wav&lt;br /&gt;
Cart_Start.wav&lt;br /&gt;
Cave-in_01.wav&lt;br /&gt;
Cave-in_02.wav&lt;br /&gt;
Cave-in_03.wav&lt;br /&gt;
Console_Large_01.wav&lt;br /&gt;
Console_Large_02.wav&lt;br /&gt;
Console_Large_03.wav&lt;br /&gt;
Console_Small_01.wav&lt;br /&gt;
Console_Small_02.wav&lt;br /&gt;
Console_Small_03.wav&lt;br /&gt;
Crank_Turn.wav&lt;br /&gt;
Crate_close_01.wav&lt;br /&gt;
Crate_close_02.wav&lt;br /&gt;
Crate_open_01.wav&lt;br /&gt;
Crate_open_02.wav&lt;br /&gt;
crush_01.wav&lt;br /&gt;
crush_02.wav&lt;br /&gt;
crusher_01.wav&lt;br /&gt;
crusher_02.wav&lt;br /&gt;
crusher_03.wav&lt;br /&gt;
debris_01.wav&lt;br /&gt;
debris_02.wav&lt;br /&gt;
debris_03.wav&lt;br /&gt;
debris_04.wav&lt;br /&gt;
debris_05.wav&lt;br /&gt;
debris_06.wav&lt;br /&gt;
debris_07.wav&lt;br /&gt;
debris_08.wav&lt;br /&gt;
DirtFall.wav&lt;br /&gt;
Door_Malfunction.wav&lt;br /&gt;
DoorClose_01.wav&lt;br /&gt;
DoorClose_02.wav&lt;br /&gt;
DoorClose_03.wav&lt;br /&gt;
DoorClose_04.wav&lt;br /&gt;
DoorClose_05.wav&lt;br /&gt;
DoorClose_06.wav&lt;br /&gt;
DoorEnd_01.wav&lt;br /&gt;
DoorEnd_02.wav&lt;br /&gt;
DoorEnd_03.wav&lt;br /&gt;
DoorEnd_04.wav&lt;br /&gt;
DoorEnd_05.wav&lt;br /&gt;
DoorEnd_06.wav&lt;br /&gt;
DoorEnd_07.wav&lt;br /&gt;
DoorEnd_08.wav&lt;br /&gt;
DoorEnd_09.wav&lt;br /&gt;
DoorEnd_10.wav&lt;br /&gt;
DoorLoop_01.wav&lt;br /&gt;
DoorLoop_05.wav&lt;br /&gt;
DoorLoop_08.wav&lt;br /&gt;
DoorLoop_09.wav&lt;br /&gt;
DoorLoop_10.wav&lt;br /&gt;
DoorOpen_01.wav&lt;br /&gt;
DoorOpen_02.wav&lt;br /&gt;
DoorOpen_03.wav&lt;br /&gt;
DoorOpen_04.wav&lt;br /&gt;
DoorOpen_05.wav&lt;br /&gt;
DoorOpen_06.wav&lt;br /&gt;
DoorOpen_07.wav&lt;br /&gt;
DoorOpen_08.wav&lt;br /&gt;
DoorOpen_09.wav&lt;br /&gt;
DoorOpen_10.wav&lt;br /&gt;
Drips_01.wav&lt;br /&gt;
Drips_02.wav&lt;br /&gt;
DrumBoom_01.wav&lt;br /&gt;
Electric_Arc_01.wav&lt;br /&gt;
Electric_Arc_02.wav&lt;br /&gt;
Elevator_Chime_01.wav&lt;br /&gt;
Elevator_Chime_02.wav&lt;br /&gt;
Energy.wav&lt;br /&gt;
Energy_01.wav&lt;br /&gt;
Energy_02.wav&lt;br /&gt;
Fan_01.wav&lt;br /&gt;
Fan_02.wav&lt;br /&gt;
Fan_03.wav&lt;br /&gt;
Gate_Close.wav&lt;br /&gt;
Gate_End.wav&lt;br /&gt;
Gate_Large_Close.wav&lt;br /&gt;
Gate_Large_Open.wav&lt;br /&gt;
Gate_Large_Squeak.wav&lt;br /&gt;
Gate_Loop_01.wav&lt;br /&gt;
Gate_Open.wav&lt;br /&gt;
Gen_Loop.wav&lt;br /&gt;
Gen_off.wav&lt;br /&gt;
Gen_On.wav&lt;br /&gt;
Generator_01.wav&lt;br /&gt;
Generator_02.wav&lt;br /&gt;
Generator_03.wav&lt;br /&gt;
Geodebris_01.wav&lt;br /&gt;
Geodebris_02.wav&lt;br /&gt;
Geodebris_03.wav&lt;br /&gt;
Geodebris_04.wav&lt;br /&gt;
Geodebris_05.wav&lt;br /&gt;
Geodebris_06.wav&lt;br /&gt;
Geomod_01.wav&lt;br /&gt;
Geomod_02.wav&lt;br /&gt;
Geomod_03.wav&lt;br /&gt;
Geomod_04.wav&lt;br /&gt;
Geomod_05.wav&lt;br /&gt;
Geomod_06.wav&lt;br /&gt;
Geomod_07.wav&lt;br /&gt;
Geomod_08.wav&lt;br /&gt;
Geomod_09.wav&lt;br /&gt;
Geomod_10.wav&lt;br /&gt;
Geomod_11.wav&lt;br /&gt;
Geomod_12.wav&lt;br /&gt;
Geomod_13.wav&lt;br /&gt;
Glass_Break_01.wav&lt;br /&gt;
Glass_Break_02.wav&lt;br /&gt;
Glass_Break_03.wav&lt;br /&gt;
Glass_Drop_01.wav&lt;br /&gt;
Glass_Drop_02.wav&lt;br /&gt;
Glass_Drop_03.wav&lt;br /&gt;
Glass_Drop_04.wav&lt;br /&gt;
Glass_Drop_05.wav&lt;br /&gt;
Glass_Drop_06.wav&lt;br /&gt;
Glass_Smash_01.wav&lt;br /&gt;
Glass_Smash_02.wav&lt;br /&gt;
Glass_Smash_03.wav&lt;br /&gt;
Glass_Smash_04.wav&lt;br /&gt;
Gren_Bounce_01.wav&lt;br /&gt;
Gren_Bounce_02.wav&lt;br /&gt;
Gren_Bounce_03.wav&lt;br /&gt;
Gren_Bounce_04.wav&lt;br /&gt;
Gun_Hit_Glass.wav&lt;br /&gt;
HatchClose_01.wav&lt;br /&gt;
HatchOpen_01.wav&lt;br /&gt;
Ice_Break_01.wav&lt;br /&gt;
Ice_Break_02.wav&lt;br /&gt;
Ice_Break_03.wav&lt;br /&gt;
Jolt_01.wav&lt;br /&gt;
Jolt_02.wav&lt;br /&gt;
Jolt_03.wav&lt;br /&gt;
Jolt_04.wav&lt;br /&gt;
Jolt_05.wav&lt;br /&gt;
LavaBurn_01.wav&lt;br /&gt;
Lift_Animation.wav&lt;br /&gt;
Lift_Hit_Ground.wav&lt;br /&gt;
Lift_Loop.wav&lt;br /&gt;
Lift_Loop_01.wav&lt;br /&gt;
Lift_Loop_02.wav&lt;br /&gt;
Lift_Loop_03.wav&lt;br /&gt;
Lift_Loop_04.wav&lt;br /&gt;
Lift_Loop_05.wav&lt;br /&gt;
Lift_Start.wav&lt;br /&gt;
Lift_Start_01.wav&lt;br /&gt;
Lift_Start_02.wav&lt;br /&gt;
Lift_Start_03.wav&lt;br /&gt;
Lift_Start_04.wav&lt;br /&gt;
Lift_Start_05.wav&lt;br /&gt;
Lift_Stop.wav&lt;br /&gt;
Lift_Stop_01.wav&lt;br /&gt;
Lift_Stop_02.wav&lt;br /&gt;
Lift_Stop_03.wav&lt;br /&gt;
Lift_Stop_04.wav&lt;br /&gt;
Lift_Stop_05.wav&lt;br /&gt;
Locker_Close_01.wav&lt;br /&gt;
Locker_Close_01a.wav&lt;br /&gt;
Locker_Close_02.wav&lt;br /&gt;
Locker_Open_01.wav&lt;br /&gt;
Locker_Open_02.wav&lt;br /&gt;
Metal_Creak_01.wav&lt;br /&gt;
Metal_Creak_02.wav&lt;br /&gt;
Metal_Creak_03.wav&lt;br /&gt;
Monitor_Break_01.wav&lt;br /&gt;
Monitor_Break_02.wav&lt;br /&gt;
Monitor_Break_03.wav&lt;br /&gt;
Monitor_Break_04.wav&lt;br /&gt;
Pressure.wav&lt;br /&gt;
Quake_03.wav&lt;br /&gt;
Rattle_01.wav&lt;br /&gt;
Rattle_02.wav&lt;br /&gt;
Rattle_03.wav&lt;br /&gt;
Rattle_04.wav&lt;br /&gt;
reactor_blast.wav&lt;br /&gt;
reactor_breakup.wav&lt;br /&gt;
rockfall.wav&lt;br /&gt;
Rumble_01.wav&lt;br /&gt;
Shield.wav&lt;br /&gt;
Shield_Off.wav&lt;br /&gt;
Shield_On.wav&lt;br /&gt;
ShieldHit_01.wav&lt;br /&gt;
ShieldHit_02.wav&lt;br /&gt;
ShieldHit_03.wav&lt;br /&gt;
Ship_animation.wav&lt;br /&gt;
Slide_Open.wav&lt;br /&gt;
Slide_Shut.wav&lt;br /&gt;
Solid_Break_01.wav&lt;br /&gt;
Solid_Break_02.wav&lt;br /&gt;
Solid_Break_03.wav&lt;br /&gt;
Steam_01.wav&lt;br /&gt;
Steam_02.wav&lt;br /&gt;
Steam_03.wav&lt;br /&gt;
Steam_04.wav&lt;br /&gt;
Steam_05.wav&lt;br /&gt;
Sub_Crane_01.wav&lt;br /&gt;
Sub_Drop_01.wav&lt;br /&gt;
Switch_01.wav&lt;br /&gt;
Switch_02.wav&lt;br /&gt;
Switch_03.wav&lt;br /&gt;
Switch_04.wav&lt;br /&gt;
Switch_05.wav&lt;br /&gt;
tick.wav&lt;br /&gt;
use_Book_01.wav&lt;br /&gt;
use_Book_02.wav&lt;br /&gt;
use_coffee_maker.wav&lt;br /&gt;
use_Drinking_Fountain_01.wav&lt;br /&gt;
use_Drinking_Fountain_02.wav&lt;br /&gt;
use_Magazine_01.wav&lt;br /&gt;
use_Magazine_02.wav&lt;br /&gt;
use_Microwave_Large.wav&lt;br /&gt;
use_Microwave_Small.wav&lt;br /&gt;
use_Sink_01.wav&lt;br /&gt;
use_Sink_02.wav&lt;br /&gt;
use_Toilet_01.wav&lt;br /&gt;
use_Toilet_02.wav&lt;br /&gt;
use_Urinal_01.wav&lt;br /&gt;
use_Urinal_02.wav&lt;br /&gt;
use_Water_Cooler_01.wav&lt;br /&gt;
use_Water_Cooler_02.wav&lt;br /&gt;
Vent_Open.wav&lt;br /&gt;
Water_Fall_01.wav&lt;br /&gt;
Water_Fall_02.wav&lt;br /&gt;
Water_Hit_01.wav&lt;br /&gt;
Water_Hit_02.wav&lt;br /&gt;
Water_Hit_03.wav&lt;br /&gt;
Water_Hit_04.wav&lt;br /&gt;
weap_disp_off.wav&lt;br /&gt;
weap_disp_on.wav&lt;br /&gt;
weap_disp_scroll.wav&lt;br /&gt;
weap_disp_sel.wav&lt;br /&gt;
Wood_Break_01.wav&lt;br /&gt;
Wood_Break_02.wav&lt;br /&gt;
Wood_Break_03.wav&lt;br /&gt;
Wood_Break_04.wav&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
Beep01.wav&lt;br /&gt;
Beep02.wav&lt;br /&gt;
Beep03.wav&lt;br /&gt;
Beep04.wav&lt;br /&gt;
Beep05.wav&lt;br /&gt;
Beep06.wav&lt;br /&gt;
Bomb_Beep_Disarm.wav&lt;br /&gt;
Bomb_Door.wav&lt;br /&gt;
Bomb_Select_Negative.wav&lt;br /&gt;
Bomb_Select_Positive.wav&lt;br /&gt;
Bomb_Sym_Highlight.wav&lt;br /&gt;
Bomb_Tick.wav&lt;br /&gt;
Break_01.wav&lt;br /&gt;
checkbox_off.wav&lt;br /&gt;
checkbox_on.wav&lt;br /&gt;
damage_pickup.wav&lt;br /&gt;
damage_shoot.wav&lt;br /&gt;
envsuit_pickup.wav&lt;br /&gt;
Flag_Capture.wav&lt;br /&gt;
Flag_Pickup.wav&lt;br /&gt;
Flag_Respawn.wav&lt;br /&gt;
Flag_Return.wav&lt;br /&gt;
Flag_Steal.wav&lt;br /&gt;
Headlight_Off.wav&lt;br /&gt;
Headlight_On.wav&lt;br /&gt;
hud_weap_off.wav&lt;br /&gt;
hud_weap_on.wav&lt;br /&gt;
hud_weap_scroll.wav&lt;br /&gt;
hud_weap_select.wav&lt;br /&gt;
JumpPad.wav&lt;br /&gt;
menu_highlight.wav&lt;br /&gt;
menu_select.wav&lt;br /&gt;
MMenu_Return_01.wav&lt;br /&gt;
MMenu_Scroll_01.wav&lt;br /&gt;
MMenu_Select_01.wav&lt;br /&gt;
MMenu_Sweep_01.wav&lt;br /&gt;
MMenu_Sweep_02.wav&lt;br /&gt;
Negative_Beep.wav&lt;br /&gt;
panel_button_click.wav&lt;br /&gt;
panel_highlight.wav&lt;br /&gt;
panel_scroll_down.wav&lt;br /&gt;
panel_scroll_up.wav&lt;br /&gt;
player_respawn.wav&lt;br /&gt;
Positive_Beep.wav&lt;br /&gt;
powerup_gone.wav&lt;br /&gt;
powerup_pickup.wav&lt;br /&gt;
powerup_respawn.wav&lt;br /&gt;
shield_pickup.wav&lt;br /&gt;
shield_shot.wav&lt;br /&gt;
SMenu_Scroll_Down.wav&lt;br /&gt;
SMenu_Scroll_Up.wav&lt;br /&gt;
SMenu_Select_01.wav&lt;br /&gt;
sweep_in.wav&lt;br /&gt;
sweep_out.wav&lt;br /&gt;
weapon_pickup.wav&lt;br /&gt;
&lt;br /&gt;
== Impact ==&lt;br /&gt;
Death_hit1.wav&lt;br /&gt;
Default_Impact1.wav&lt;br /&gt;
Hit_Flesh_01.wav&lt;br /&gt;
Hit_Flesh_02.wav&lt;br /&gt;
Hit_Flesh_03.wav&lt;br /&gt;
Hit_Metal.wav&lt;br /&gt;
Human_hit_Rock1.wav&lt;br /&gt;
Human_hit_Rock2.wav&lt;br /&gt;
Human_hit_Rock3.wav&lt;br /&gt;
Ice_Hit_Ice1.wav&lt;br /&gt;
Ice_Hit_Ice2.wav&lt;br /&gt;
Ice_Hit_Ice3.wav&lt;br /&gt;
Impact_Flesh_01.wav&lt;br /&gt;
Impact_Flesh_02.wav&lt;br /&gt;
Impact_Flesh_03.wav&lt;br /&gt;
Impact_Flesh_04.wav&lt;br /&gt;
Impact_Flesh_05.wav&lt;br /&gt;
Impact_Flesh_06.wav&lt;br /&gt;
Impact_Flesh_07.wav&lt;br /&gt;
Impact_Flesh_08.wav&lt;br /&gt;
Metal_hit_Metal1.wav&lt;br /&gt;
Metal_hit_Metal2.wav&lt;br /&gt;
Metal_hit_Metal3.wav&lt;br /&gt;
Metal_Hit_Rock1.wav&lt;br /&gt;
Metal_Hit_Rock2.wav&lt;br /&gt;
Metal_Hit_Rock3.wav&lt;br /&gt;
Rock_hit_Rock1.wav&lt;br /&gt;
Rock_hit_Rock2.wav&lt;br /&gt;
Rock_hit_Rock3.wav&lt;br /&gt;
Rock_Slide_Rock1.wav&lt;br /&gt;
Rock_Slide_Rock2.wav&lt;br /&gt;
Rock_Slide_Rock3.wav&lt;br /&gt;
&lt;br /&gt;
== Vehicle ==&lt;br /&gt;
APC_Idle.wav&lt;br /&gt;
APC_Rev_Back.wav&lt;br /&gt;
APC_Rev_Forward.wav&lt;br /&gt;
APC_Slide_01.wav&lt;br /&gt;
APC_Slide_02.wav&lt;br /&gt;
APC_Treads_01.wav&lt;br /&gt;
Drill_down.wav&lt;br /&gt;
Drill_grind.wav&lt;br /&gt;
Drill_loop.wav&lt;br /&gt;
Drill_up.wav&lt;br /&gt;
Driller_Hit_Fence_01.wav&lt;br /&gt;
Driller_Hit_Fence_02.wav&lt;br /&gt;
Driller_Idle.wav&lt;br /&gt;
Driller_Rev_Back.wav&lt;br /&gt;
Driller_Rev_Forward.wav&lt;br /&gt;
Driller_Treads_01.wav&lt;br /&gt;
Fighter_idle.wav&lt;br /&gt;
Fighter_move.wav&lt;br /&gt;
Fighter_rev_back.wav&lt;br /&gt;
Fighter_rev_forward.wav&lt;br /&gt;
Hatch_Close.wav&lt;br /&gt;
Hatch_Open.wav&lt;br /&gt;
Jeep_Brake.wav&lt;br /&gt;
Jeep_Hit_01.wav&lt;br /&gt;
Jeep_Hit_02.wav&lt;br /&gt;
Jeep_Hit_03.wav&lt;br /&gt;
Jeep_Hit_04.wav&lt;br /&gt;
Jeep_Idle.wav&lt;br /&gt;
Jeep_Move.wav&lt;br /&gt;
Jeep_Race.wav&lt;br /&gt;
Jeep_Rev_Backward.wav&lt;br /&gt;
Jeep_Rev_Forward.wav&lt;br /&gt;
Sub_Die.wav&lt;br /&gt;
Sub_Hit_01.wav&lt;br /&gt;
Sub_Hit_02.wav&lt;br /&gt;
Sub_Hit_03.wav&lt;br /&gt;
Sub_Hit_04.wav&lt;br /&gt;
Sub_Horn_01.wav&lt;br /&gt;
Sub_Loop.wav&lt;br /&gt;
Sub_Move.wav&lt;br /&gt;
Sub_Rev_Back.wav&lt;br /&gt;
Sub_Rev_Forward.wav&lt;br /&gt;
Sub_Scrape_01.wav&lt;br /&gt;
Sub_Sonar.wav&lt;br /&gt;
Sub_Stop.wav&lt;br /&gt;
Train_Flyby.wav&lt;br /&gt;
Tram_Loop.wav&lt;br /&gt;
Tram_Start.wav&lt;br /&gt;
Tram_Stop.wav&lt;br /&gt;
Vehicle_01.wav&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
ADMF_ALERT_01.wav&lt;br /&gt;
ADMF_ALERT_02.wav&lt;br /&gt;
ADMF_ALERT_03.wav&lt;br /&gt;
ADMF_ALERT_04.wav&lt;br /&gt;
ADMF_ALERT_05.wav&lt;br /&gt;
ADMF_COWER_01.wav&lt;br /&gt;
ADMF_COWER_02.wav&lt;br /&gt;
ADMF_COWER_03.wav&lt;br /&gt;
ADMF_COWER_04.wav&lt;br /&gt;
ADMF_COWER_05.wav&lt;br /&gt;
ADMF_Lgpain_01.wav&lt;br /&gt;
ADMF_Lgpain_02.wav&lt;br /&gt;
ADMF_Lgpain_03.wav&lt;br /&gt;
ADMF_Lgpain_04.wav&lt;br /&gt;
ADMF_Lgpain_05.wav&lt;br /&gt;
ADMF_PANIC_01.wav&lt;br /&gt;
ADMF_PANIC_02.wav&lt;br /&gt;
ADMF_PANIC_03.wav&lt;br /&gt;
ADMF_PANIC_04.wav&lt;br /&gt;
ADMF_PANIC_05.wav&lt;br /&gt;
ADMF_Smpain_01.wav&lt;br /&gt;
ADMF_Smpain_02.wav&lt;br /&gt;
ADMF_Smpain_03.wav&lt;br /&gt;
ADMF_Smpain_04.wav&lt;br /&gt;
ADMF_Smpain_05.wav&lt;br /&gt;
ADMF_TIMEO_01.wav&lt;br /&gt;
ADMF_TIMEO_02.wav&lt;br /&gt;
ADMF_TIMEO_03.wav&lt;br /&gt;
ADMF_TIMEO_04.wav&lt;br /&gt;
ADMF_TIMEO_05.wav&lt;br /&gt;
ADMF_ULERT_01.wav&lt;br /&gt;
ADMF_ULERT_02.wav&lt;br /&gt;
ADMF_ULERT_03.wav&lt;br /&gt;
ADMF_ULERT_04.wav&lt;br /&gt;
ADMF_USE_01.wav&lt;br /&gt;
ADMF_USE_02.wav&lt;br /&gt;
ADMF_USE_03.wav&lt;br /&gt;
ADMF_USE_04.wav&lt;br /&gt;
ADMF_USE_05.wav&lt;br /&gt;
ADMM_ALERT_01.wav&lt;br /&gt;
ADMM_ALERT_02.wav&lt;br /&gt;
ADMM_ALERT_03.wav&lt;br /&gt;
ADMM_ALERT_04.wav&lt;br /&gt;
ADMM_ALERT_05.wav&lt;br /&gt;
ADMM_ALERT_06.wav&lt;br /&gt;
ADMM_ALERT_07.wav&lt;br /&gt;
ADMM_COWER_01.wav&lt;br /&gt;
ADMM_COWER_02.wav&lt;br /&gt;
ADMM_COWER_03.wav&lt;br /&gt;
ADMM_COWER_04.wav&lt;br /&gt;
ADMM_COWER_05.wav&lt;br /&gt;
ADMM_COWER_06.wav&lt;br /&gt;
ADMM_Lgpain_01.wav&lt;br /&gt;
ADMM_Lgpain_02.wav&lt;br /&gt;
ADMM_Lgpain_03.wav&lt;br /&gt;
ADMM_Lgpain_04.wav&lt;br /&gt;
ADMM_Lgpain_05.wav&lt;br /&gt;
ADMM_Panic_01.wav&lt;br /&gt;
ADMM_PANIC_02.wav&lt;br /&gt;
ADMM_PANIC_03.wav&lt;br /&gt;
ADMM_PANIC_04.wav&lt;br /&gt;
ADMM_PANIC_05.wav&lt;br /&gt;
ADMM_Smpain_01.wav&lt;br /&gt;
ADMM_Smpain_02.wav&lt;br /&gt;
ADMM_Smpain_03.wav&lt;br /&gt;
ADMM_Smpain_04.wav&lt;br /&gt;
ADMM_Smpain_05.wav&lt;br /&gt;
ADMM_TIMEO_01.wav&lt;br /&gt;
ADMM_TIMEO_02.wav&lt;br /&gt;
ADMM_TIMEO_03.wav&lt;br /&gt;
ADMM_TIMEO_04.wav&lt;br /&gt;
ADMM_TIMEO_05.wav&lt;br /&gt;
ADMM_ULERT_01.wav&lt;br /&gt;
ADMM_ULERT_02.wav&lt;br /&gt;
ADMM_ULERT_03.wav&lt;br /&gt;
ADMM_ULERT_04.wav&lt;br /&gt;
ADMM_ULERT_05.wav&lt;br /&gt;
ADMM_USE_01.wav&lt;br /&gt;
ADMM_USE_02.wav&lt;br /&gt;
ADMM_USE_03.wav&lt;br /&gt;
ADMM_USE_04.wav&lt;br /&gt;
ADMM_USE_05.wav&lt;br /&gt;
Capk_Lgpain_01.wav&lt;br /&gt;
Capk_Lgpain_02.wav&lt;br /&gt;
Capk_Lgpain_03.wav&lt;br /&gt;
Capk_Lgpain_04.wav&lt;br /&gt;
Capk_Smpain_01.wav&lt;br /&gt;
Capk_Smpain_02.wav&lt;br /&gt;
Capk_Smpain_03.wav&lt;br /&gt;
Capk_Smpain_04.wav&lt;br /&gt;
cue_voice.wav&lt;br /&gt;
end_voice.wav&lt;br /&gt;
EOS_Lgmpain_01.wav&lt;br /&gt;
EOS_Lgmpain_02.wav&lt;br /&gt;
EOS_Smpain_01.wav&lt;br /&gt;
EOS_Smpain_02.wav&lt;br /&gt;
Gen_Eos_Hum_01.wav&lt;br /&gt;
Gen_Eos_Hum_02.wav&lt;br /&gt;
Gen_Grd_Hum_01.wav&lt;br /&gt;
Gen_Grd_Hum_02.wav&lt;br /&gt;
GEN_HEN_01.wav&lt;br /&gt;
Gen_Hen_Hum_01.wav&lt;br /&gt;
Gen_Hen_Hum_02.wav&lt;br /&gt;
Gen_Idle_Hum_01.wav&lt;br /&gt;
Gen_Idle_Hum_02.wav&lt;br /&gt;
GRD_ALERT_01.wav&lt;br /&gt;
GRD_ALERT_02.wav&lt;br /&gt;
GRD_ALERT_03.wav&lt;br /&gt;
GRD_ALERT_04.wav&lt;br /&gt;
GRD_ALERT_05.wav&lt;br /&gt;
GRD_ALERT_06.wav&lt;br /&gt;
GRD_ALERT_07.wav&lt;br /&gt;
GRD_ALERT_08.wav&lt;br /&gt;
GRD_ALERT_09.wav&lt;br /&gt;
GRD_ALERT_10.wav&lt;br /&gt;
GRD_BATT1_01.wav&lt;br /&gt;
GRD_BATT1_02.wav&lt;br /&gt;
GRD_BATT1_03.wav&lt;br /&gt;
GRD_BATT1_04.wav&lt;br /&gt;
GRD_BATT1_05.wav&lt;br /&gt;
GRD_BATT1_06.wav&lt;br /&gt;
GRD_BATT1_07.wav&lt;br /&gt;
GRD_BATT1_08.wav&lt;br /&gt;
GRD_BATT1_09.wav&lt;br /&gt;
GRD_BATT2_01.wav&lt;br /&gt;
GRD_BATT2_02.wav&lt;br /&gt;
GRD_BATT2_03.wav&lt;br /&gt;
GRD_BATT2_04.wav&lt;br /&gt;
GRD_BATT2_05.wav&lt;br /&gt;
GRD_BATT2_06.wav&lt;br /&gt;
GRD_BATT2_07.wav&lt;br /&gt;
GRD_BATT2_08.wav&lt;br /&gt;
GRD_BATT2_09.wav&lt;br /&gt;
GRD_BATT2_10.wav&lt;br /&gt;
GRD_COWER_01.wav&lt;br /&gt;
GRD_COWER_02.wav&lt;br /&gt;
GRD_COWER_03.wav&lt;br /&gt;
GRD_COWER_04.wav&lt;br /&gt;
GRD_COWER_05.wav&lt;br /&gt;
GRD_COWER_06.wav&lt;br /&gt;
GRD_COWER_07.wav&lt;br /&gt;
GRD_COWER_08.wav&lt;br /&gt;
GRD_COWER_09.wav&lt;br /&gt;
GRD_COWER_10.wav&lt;br /&gt;
GRD_Lgpain_01.wav&lt;br /&gt;
GRD_Lgpain_02.wav&lt;br /&gt;
GRD_Lgpain_03.wav&lt;br /&gt;
GRD_Lgpain_04.wav&lt;br /&gt;
GRD_Lgpain_05.wav&lt;br /&gt;
GRD_PANIC_01.wav&lt;br /&gt;
GRD_PANIC_02.wav&lt;br /&gt;
GRD_PANIC_03.wav&lt;br /&gt;
GRD_PANIC_04.wav&lt;br /&gt;
GRD_PANIC_05.wav&lt;br /&gt;
GRD_Smpain_01.wav&lt;br /&gt;
GRD_Smpain_02.wav&lt;br /&gt;
GRD_Smpain_03.wav&lt;br /&gt;
GRD_Smpain_04.wav&lt;br /&gt;
GRD_Smpain_05.wav&lt;br /&gt;
GRD_ULERT_01.wav&lt;br /&gt;
GRD_ULERT_02.wav&lt;br /&gt;
GRD_ULERT_03.wav&lt;br /&gt;
GRD_ULERT_04.wav&lt;br /&gt;
GRD_ULERT_05.wav&lt;br /&gt;
GRDC_ALERT_01.wav&lt;br /&gt;
GRDC_ALERT_02.wav&lt;br /&gt;
GRDC_ALERT_03.wav&lt;br /&gt;
GRDC_ALERT_04.wav&lt;br /&gt;
GRDC_ALERT_05.wav&lt;br /&gt;
GRDC_ALERT_06.wav&lt;br /&gt;
GRDC_ALERT_07.wav&lt;br /&gt;
GRDC_ALERT_08.wav&lt;br /&gt;
GRDC_ALERT_09.wav&lt;br /&gt;
GRDC_BATT1_01.wav&lt;br /&gt;
GRDC_BATT1_02.wav&lt;br /&gt;
GRDC_BATT1_03.wav&lt;br /&gt;
GRDC_BATT1_04.wav&lt;br /&gt;
GRDC_BATT1_05.wav&lt;br /&gt;
GRDC_BATT1_06.wav&lt;br /&gt;
GRDC_BATT1_07.wav&lt;br /&gt;
GRDC_BATT1_08.wav&lt;br /&gt;
GRDC_BATT1_09.wav&lt;br /&gt;
GRDC_BATT1_10.wav&lt;br /&gt;
GRDC_BATT2_01.wav&lt;br /&gt;
GRDC_BATT2_02.wav&lt;br /&gt;
GRDC_BATT2_03.wav&lt;br /&gt;
GRDC_BATT2_04.wav&lt;br /&gt;
GRDC_BATT2_05.wav&lt;br /&gt;
GRDC_BATT2_06.wav&lt;br /&gt;
GRDC_BATT2_07.wav&lt;br /&gt;
GRDC_BATT2_08.wav&lt;br /&gt;
GRDC_BATT2_09.wav&lt;br /&gt;
GRDC_BATT2_10.wav&lt;br /&gt;
GRDC_COWER_01.wav&lt;br /&gt;
GRDC_COWER_02.wav&lt;br /&gt;
GRDC_COWER_03.wav&lt;br /&gt;
GRDC_COWER_04.wav&lt;br /&gt;
GRDC_COWER_05.wav&lt;br /&gt;
GRDC_COWER_06.wav&lt;br /&gt;
GRDC_COWER_07.wav&lt;br /&gt;
GRDC_COWER_09.wav&lt;br /&gt;
GRDC_COWER_10.wav&lt;br /&gt;
GRDC_Lgpain_01.wav&lt;br /&gt;
GRDC_Lgpain_02.wav&lt;br /&gt;
GRDC_Lgpain_03.wav&lt;br /&gt;
GRDC_Lgpain_04.wav&lt;br /&gt;
GRDC_Lgpain_05.wav&lt;br /&gt;
GRDC_PANIC_01.wav&lt;br /&gt;
GRDC_PANIC_02.wav&lt;br /&gt;
GRDC_PANIC_03.wav&lt;br /&gt;
GRDC_PANIC_04.wav&lt;br /&gt;
GRDC_PANIC_05.wav&lt;br /&gt;
GRDC_Smpain_01.wav&lt;br /&gt;
GRDC_Smpain_02.wav&lt;br /&gt;
GRDC_Smpain_03.wav&lt;br /&gt;
GRDC_Smpain_04.wav&lt;br /&gt;
GRDC_Smpain_05.wav&lt;br /&gt;
GRDC_ULERT_01.wav&lt;br /&gt;
GRDC_ULERT_02.wav&lt;br /&gt;
GRDC_ULERT_03.wav&lt;br /&gt;
GRDC_ULERT_05.wav&lt;br /&gt;
GRDC_ULERT_06.wav&lt;br /&gt;
HEN_Lgpain_01.wav&lt;br /&gt;
HEN_Lgpain_02.wav&lt;br /&gt;
Hen_Outtake_01.wav&lt;br /&gt;
Hen_Outtake_02.wav&lt;br /&gt;
HEN_Smpain_01.wav&lt;br /&gt;
HEN_Smpain_02.wav&lt;br /&gt;
L10S1_CAPK_01.wav&lt;br /&gt;
L10S1_CAPK_02.wav&lt;br /&gt;
L10S1_CAPK_03.wav&lt;br /&gt;
L10S1_CAPK_04.wav&lt;br /&gt;
L10S1_CAPK_05.wav&lt;br /&gt;
L10S1_CAPK_06.wav&lt;br /&gt;
L10S1_CAPK_07.wav&lt;br /&gt;
L10S2_CAPK_01.wav&lt;br /&gt;
L10S2_CAPK_02.wav&lt;br /&gt;
L10S2_CAPK_03.wav&lt;br /&gt;
L10S3_CAPK_01.wav&lt;br /&gt;
L10S3_HEN_01.wav&lt;br /&gt;
L10S3_HEN_02.wav&lt;br /&gt;
L10S3_HEN_03.wav&lt;br /&gt;
L10S3_HEN_04.wav&lt;br /&gt;
L10S4_CAPK_01.wav&lt;br /&gt;
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L17S1_EOS_01.wav&lt;br /&gt;
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L17S1_HEN_01.wav&lt;br /&gt;
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L17S1_PAA_01.wav&lt;br /&gt;
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L17S2_EOS_01.wav&lt;br /&gt;
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L17S2_PAA_01.wav&lt;br /&gt;
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L17S3_HEN_01.wav&lt;br /&gt;
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L17S3_PAA_01.wav&lt;br /&gt;
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L18S1_HEN_01.wav&lt;br /&gt;
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L18S1_MIN_01.wav&lt;br /&gt;
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L18S2_MIN_01.wav&lt;br /&gt;
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L18S3_PAA_01.wav&lt;br /&gt;
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L19S1_PAA_01.wav&lt;br /&gt;
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L19S2a_HEN_01.wav&lt;br /&gt;
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L19S2A_PAA_01.wav&lt;br /&gt;
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L19S2B_PAA_01.wav&lt;br /&gt;
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L19S3_MERC_01.wav&lt;br /&gt;
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L1S1_EOS_01.wav&lt;br /&gt;
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L1S1_GRD_01.wav&lt;br /&gt;
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L1S2_EOS_01.wav&lt;br /&gt;
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L1S2_GRD_01.wav&lt;br /&gt;
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L1S2_PAA_01.wav&lt;br /&gt;
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L1S3_MIN_01.wav&lt;br /&gt;
L1S3_PAA_01.wav&lt;br /&gt;
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L20S1_HEN_01.wav&lt;br /&gt;
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L20S1_MAS_01.wav&lt;br /&gt;
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L20S2_EOS_01.wav&lt;br /&gt;
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L6S1_ADMM_01.wav&lt;br /&gt;
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L6S1_EOS_01.wav&lt;br /&gt;
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L6S1_PAA_01.wav&lt;br /&gt;
L6S1_TECH_01.wav&lt;br /&gt;
L6S2_ADMF_01.wav&lt;br /&gt;
L6S2_ADMM_01.wav&lt;br /&gt;
L6S2_EOS_01.wav&lt;br /&gt;
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L6S2_HEN_01.wav&lt;br /&gt;
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L6S2_PAA_01.wav&lt;br /&gt;
L6S3_ADMF_01.wav&lt;br /&gt;
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L6S3_EOS_01.wav&lt;br /&gt;
L6S3_EOS_02.wav&lt;br /&gt;
L6S3_EOS_03.wav&lt;br /&gt;
L6S3_GRDC_01.wav&lt;br /&gt;
L6S3_GRDC_02.wav&lt;br /&gt;
L6S3_GRYN_01.wav&lt;br /&gt;
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L6S3_HEN_01.wav&lt;br /&gt;
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L6S3_HEN_07.wav&lt;br /&gt;
L6S3_PAA_01.wav&lt;br /&gt;
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L7S1_EOS_02.wav&lt;br /&gt;
L7S1_EOS_03.wav&lt;br /&gt;
L7S1_GRYN_01.wav&lt;br /&gt;
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L7S1_GRYN_10.wav&lt;br /&gt;
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L7S1_HEN_01.wav&lt;br /&gt;
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L7S1_HEN_03.wav&lt;br /&gt;
L7S2_EOS_01.wav&lt;br /&gt;
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L7S2_EOS_03.wav&lt;br /&gt;
L7S2_GRYN_01.wav&lt;br /&gt;
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L7S3_PAA_01.wav&lt;br /&gt;
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L7S4_EOS_01.wav&lt;br /&gt;
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L7S4_GRYN_01.wav&lt;br /&gt;
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L8S2_NUR_03.wav&lt;br /&gt;
L8S2_NUR_04.wav&lt;br /&gt;
L8S2_NUR_05.wav&lt;br /&gt;
L8S3_DOC_01.wav&lt;br /&gt;
L8S3_DOC_02.wav&lt;br /&gt;
L8S3_DOC_03.wav&lt;br /&gt;
L8S3_HEN_01.wav&lt;br /&gt;
L8S3_HEN_02.wav&lt;br /&gt;
L8S3_HEN_03.wav&lt;br /&gt;
L8S3_HEN_04.wav&lt;br /&gt;
L8S3_HEN_05.wav&lt;br /&gt;
L8S3_HEN_06.wav&lt;br /&gt;
L8S3_NUR_01.wav&lt;br /&gt;
L8S3_NUR_02.wav&lt;br /&gt;
L8S3_NUR_03.wav&lt;br /&gt;
L8S3_NUR_04.wav&lt;br /&gt;
L8S3_PAA_01.wav&lt;br /&gt;
L9S1_CAPK_01.wav&lt;br /&gt;
L9S1_CAPK_02.wav&lt;br /&gt;
L9S1_HEN_01.wav&lt;br /&gt;
L9S1_HEN_02.wav&lt;br /&gt;
L9S1_HEN_03.wav&lt;br /&gt;
L9S2_CAPK_01.wav&lt;br /&gt;
L9S2_CAPK_02.wav&lt;br /&gt;
L9S2_CAPK_03.wav&lt;br /&gt;
L9S2_HEN_01.wav&lt;br /&gt;
L9S2_HEN_02.wav&lt;br /&gt;
L9S3_EOS_01.wav&lt;br /&gt;
L9S3_EOS_02.wav&lt;br /&gt;
L9S3_EOS_03.wav&lt;br /&gt;
L9S3_EOS_04.wav&lt;br /&gt;
L9S4_CAPK_01.wav&lt;br /&gt;
L9S4_CAPK_02.wav&lt;br /&gt;
L9S4_HEN_01.wav&lt;br /&gt;
L9S4_HEN_02.wav&lt;br /&gt;
L9S4_HEN_03.wav&lt;br /&gt;
L9S4_HEN_04.wav&lt;br /&gt;
L9S4_HEN_05.wav&lt;br /&gt;
MAS_Die.wav&lt;br /&gt;
MAS_Lgpain_01.wav&lt;br /&gt;
MAS_Lgpain_02.wav&lt;br /&gt;
MAS_Lgpain_03.wav&lt;br /&gt;
MAS_Lgpain_04.wav&lt;br /&gt;
MAS_Smpain_01.wav&lt;br /&gt;
MAS_Smpain_02.wav&lt;br /&gt;
MAS_Smpain_03.wav&lt;br /&gt;
MAS_Smpain_04.wav&lt;br /&gt;
MED_ALERT_01.wav&lt;br /&gt;
MED_ALERT_02.wav&lt;br /&gt;
MED_ALERT_03.wav&lt;br /&gt;
MED_ALERT_04.wav&lt;br /&gt;
MED_ALERT_05.wav&lt;br /&gt;
MED_COWER_01.wav&lt;br /&gt;
MED_COWER_02.wav&lt;br /&gt;
MED_COWER_03.wav&lt;br /&gt;
MED_COWER_04.wav&lt;br /&gt;
MED_COWER_05.wav&lt;br /&gt;
MED_COWER_06.wav&lt;br /&gt;
MED_GONE_01.wav&lt;br /&gt;
MED_GONE_02.wav&lt;br /&gt;
MED_GONE_03.wav&lt;br /&gt;
MED_GONE_04.wav&lt;br /&gt;
MED_GONE_05.wav&lt;br /&gt;
MED_Lgpain_01.wav&lt;br /&gt;
MED_Lgpain_02.wav&lt;br /&gt;
MED_Lgpain_03.wav&lt;br /&gt;
MED_Lgpain_04.wav&lt;br /&gt;
MED_Lgpain_05.wav&lt;br /&gt;
MED_PANIC_01.wav&lt;br /&gt;
MED_PANIC_02.wav&lt;br /&gt;
MED_PANIC_03.wav&lt;br /&gt;
MED_PANIC_04.wav&lt;br /&gt;
MED_PANIC_05.wav&lt;br /&gt;
MED_Smpain_01.wav&lt;br /&gt;
MED_Smpain_02.wav&lt;br /&gt;
MED_Smpain_03.wav&lt;br /&gt;
MED_Smpain_04.wav&lt;br /&gt;
MED_Smpain_05.wav&lt;br /&gt;
MED_TIMEO_01.wav&lt;br /&gt;
MED_TIMEO_02.wav&lt;br /&gt;
MED_TIMEO_03.wav&lt;br /&gt;
MED_TIMEO_04.wav&lt;br /&gt;
MED_TIMEO_05.wav&lt;br /&gt;
MED_TIMEO_06.wav&lt;br /&gt;
MED_TIMEO_07.wav&lt;br /&gt;
MED_TIMEO_08.wav&lt;br /&gt;
MED_ULERT_01.wav&lt;br /&gt;
MED_ULERT_02.wav&lt;br /&gt;
MED_ULERT_03.wav&lt;br /&gt;
MED_ULERT_04.wav&lt;br /&gt;
MED_ULERT_05.wav&lt;br /&gt;
MED_USE_01.wav&lt;br /&gt;
MED_USE_02.wav&lt;br /&gt;
MED_USE_03.wav&lt;br /&gt;
MED_USE_04.wav&lt;br /&gt;
MED_USE_05.wav&lt;br /&gt;
MED_USE_06.wav&lt;br /&gt;
MED_USE_07.wav&lt;br /&gt;
MED_USE_08.wav&lt;br /&gt;
MED_USE_09.wav&lt;br /&gt;
MED_USENW_01.wav&lt;br /&gt;
MED_USENW_02.wav&lt;br /&gt;
MED_USENW_03.wav&lt;br /&gt;
MED_USENW_04.wav&lt;br /&gt;
MED_USENW_05.wav&lt;br /&gt;
MED_USENW_06.wav&lt;br /&gt;
MERC_ALERT_01.wav&lt;br /&gt;
MERC_ALERT_02.wav&lt;br /&gt;
MERC_ALERT_03.wav&lt;br /&gt;
MERC_ALERT_04.wav&lt;br /&gt;
MERC_ALERT_05.wav&lt;br /&gt;
MERC_ALERT_06.wav&lt;br /&gt;
MERC_ALERT_07.wav&lt;br /&gt;
MERC_BATT1_01.wav&lt;br /&gt;
MERC_BATT1_02.wav&lt;br /&gt;
MERC_BATT1_03.wav&lt;br /&gt;
MERC_BATT1_04.wav&lt;br /&gt;
MERC_BATT1_05.wav&lt;br /&gt;
MERC_BATT1_06.wav&lt;br /&gt;
MERC_BATT1_07.wav&lt;br /&gt;
MERC_BATT2_01.wav&lt;br /&gt;
MERC_BATT2_02.wav&lt;br /&gt;
MERC_BATT2_03.wav&lt;br /&gt;
MERC_BATT2_04.wav&lt;br /&gt;
MERC_BATT2_05.wav&lt;br /&gt;
MERC_BATT2_06.wav&lt;br /&gt;
MERC_BATT2_07.wav&lt;br /&gt;
MERC_BATT2_08.wav&lt;br /&gt;
MERC_BATT2_09.wav&lt;br /&gt;
MERC_COWER_01.wav&lt;br /&gt;
MERC_COWER_02.wav&lt;br /&gt;
MERC_COWER_03.wav&lt;br /&gt;
MERC_COWER_04.wav&lt;br /&gt;
MERC_COWER_05.wav&lt;br /&gt;
MERC_COWER_06.wav&lt;br /&gt;
MERC_LAUGH_01.wav&lt;br /&gt;
MERC_LAUGH_02.wav&lt;br /&gt;
MERC_LAUGH_03.wav&lt;br /&gt;
MERC_Lgpain_01.wav&lt;br /&gt;
MERC_Lgpain_02.wav&lt;br /&gt;
MERC_Lgpain_03.wav&lt;br /&gt;
MERC_Lgpain_04.wav&lt;br /&gt;
MERC_Lgpain_05.wav&lt;br /&gt;
MERC_PANIC_01.wav&lt;br /&gt;
MERC_PANIC_02.wav&lt;br /&gt;
MERC_PANIC_03.wav&lt;br /&gt;
MERC_PANIC_04.wav&lt;br /&gt;
MERC_PANIC_05.wav&lt;br /&gt;
MERC_Smpain_01.wav&lt;br /&gt;
MERC_Smpain_02.wav&lt;br /&gt;
MERC_Smpain_03.wav&lt;br /&gt;
MERC_Smpain_04.wav&lt;br /&gt;
MERC_Smpain_05.wav&lt;br /&gt;
MIN_ALERT_01.wav&lt;br /&gt;
MIN_ALERT_02.wav&lt;br /&gt;
MIN_ALERT_03.wav&lt;br /&gt;
MIN_ALERT_04.wav&lt;br /&gt;
MIN_BATT2_01.wav&lt;br /&gt;
MIN_BATT2_02.wav&lt;br /&gt;
MIN_BATT2_03.wav&lt;br /&gt;
MIN_BATT2_04.wav&lt;br /&gt;
MIN_BATT2_05.wav&lt;br /&gt;
MIN_BATT2_06.wav&lt;br /&gt;
MIN_BATT2_07.wav&lt;br /&gt;
MIN_COWER_01.wav&lt;br /&gt;
MIN_COWER_02.wav&lt;br /&gt;
MIN_COWER_03.wav&lt;br /&gt;
MIN_COWER_04.wav&lt;br /&gt;
MIN_COWER_05.wav&lt;br /&gt;
MIN_COWER_06.wav&lt;br /&gt;
MIN_Lgpain_01.wav&lt;br /&gt;
MIN_Lgpain_02.wav&lt;br /&gt;
MIN_Lgpain_03.wav&lt;br /&gt;
MIN_Lgpain_04.wav&lt;br /&gt;
MIN_Lgpain_05.wav&lt;br /&gt;
MIN_PANIC_01.wav&lt;br /&gt;
MIN_PANIC_02.wav&lt;br /&gt;
MIN_PANIC_03.wav&lt;br /&gt;
MIN_PANIC_04.wav&lt;br /&gt;
MIN_PANIC_05.wav&lt;br /&gt;
MIN_Smpain_01.wav&lt;br /&gt;
MIN_Smpain_02.wav&lt;br /&gt;
MIN_Smpain_03.wav&lt;br /&gt;
MIN_Smpain_04.wav&lt;br /&gt;
MIN_Smpain_05.wav&lt;br /&gt;
MIN_TIMEO_01.wav&lt;br /&gt;
MIN_TIMEO_02.wav&lt;br /&gt;
MIN_TIMEO_03.wav&lt;br /&gt;
MIN_TIMEO_04.wav&lt;br /&gt;
MIN_TIMEO_05.wav&lt;br /&gt;
MIN_TIMEO_06.wav&lt;br /&gt;
MIN_ULERT_01.wav&lt;br /&gt;
MIN_ULERT_02.wav&lt;br /&gt;
MIN_ULERT_03.wav&lt;br /&gt;
MIN_ULERT_04.wav&lt;br /&gt;
MIN_ULERT_05.wav&lt;br /&gt;
MIN_ULERT_06.wav&lt;br /&gt;
MIN_USE_01.wav&lt;br /&gt;
MIN_USE_02.wav&lt;br /&gt;
MIN_USE_03.wav&lt;br /&gt;
MIN_USE_04.wav&lt;br /&gt;
MIN_USE_05.wav&lt;br /&gt;
MINF_ALERT_01.wav&lt;br /&gt;
MINF_ALERT_02.wav&lt;br /&gt;
MINF_ALERT_03.wav&lt;br /&gt;
MINF_ALERT_04.wav&lt;br /&gt;
MINF_BATT2_01.wav&lt;br /&gt;
MINF_BATT2_02.wav&lt;br /&gt;
MINF_BATT2_03.wav&lt;br /&gt;
MINF_BATT2_04.wav&lt;br /&gt;
MINF_BATT2_05.wav&lt;br /&gt;
MINF_COWER_01.wav&lt;br /&gt;
MINF_COWER_02.wav&lt;br /&gt;
MINF_COWER_03.wav&lt;br /&gt;
MINF_COWER_04.wav&lt;br /&gt;
MINF_Lgpain_01.wav&lt;br /&gt;
MINF_Lgpain_02.wav&lt;br /&gt;
MINF_Lgpain_03.wav&lt;br /&gt;
MINF_Lgpain_04.wav&lt;br /&gt;
MINF_Lgpain_05.wav&lt;br /&gt;
MINF_PANIC_01.wav&lt;br /&gt;
MINF_PANIC_02.wav&lt;br /&gt;
MINF_PANIC_03.wav&lt;br /&gt;
MINF_PANIC_04.wav&lt;br /&gt;
MINF_Smpain_01.wav&lt;br /&gt;
MINF_Smpain_02.wav&lt;br /&gt;
MINF_Smpain_03.wav&lt;br /&gt;
MINF_Smpain_04.wav&lt;br /&gt;
MINF_Smpain_05.wav&lt;br /&gt;
MINF_TIMEO_01.wav&lt;br /&gt;
MINF_TIMEO_02.wav&lt;br /&gt;
MINF_TIMEO_03.wav&lt;br /&gt;
MINF_TIMEO_04.wav&lt;br /&gt;
MINF_TIMEO_05.wav&lt;br /&gt;
MINF_ULERT_01.wav&lt;br /&gt;
MINF_ULERT_02.wav&lt;br /&gt;
MINF_ULERT_03.wav&lt;br /&gt;
MINF_USE_01.wav&lt;br /&gt;
MINF_USE_02.wav&lt;br /&gt;
MINF_USE_03.wav&lt;br /&gt;
MINF_USE_04.wav&lt;br /&gt;
MINF_USE_05.wav&lt;br /&gt;
MP_ANN_01.wav&lt;br /&gt;
MP_ANN_02.wav&lt;br /&gt;
MP_ANN_03.wav&lt;br /&gt;
MP_ANN_04.wav&lt;br /&gt;
MP_ANN_05.wav&lt;br /&gt;
MP_ANN_06.wav&lt;br /&gt;
MP_ANN_07.wav&lt;br /&gt;
MP_ANN_08.wav&lt;br /&gt;
MP_ANN_09.wav&lt;br /&gt;
MP_ANN_10.wav&lt;br /&gt;
MP_ANN_11.wav&lt;br /&gt;
MP_ANN_ALLYOURBASE.wav&lt;br /&gt;
MP_ANN-01.wav&lt;br /&gt;
MP_ANN-02.wav&lt;br /&gt;
MP_ANN-03.wav&lt;br /&gt;
MP_ANN-04.wav&lt;br /&gt;
MP_ANN-05.wav&lt;br /&gt;
MP_ANN-06.wav&lt;br /&gt;
MP_ANN-07.wav&lt;br /&gt;
MP_ANN-08.wav&lt;br /&gt;
MP_ANN-09.wav&lt;br /&gt;
MP_ANN-10.wav&lt;br /&gt;
MP_ANN-GO.wav&lt;br /&gt;
MP_TAUNT_16.wav&lt;br /&gt;
MP_TAUNT_17.wav&lt;br /&gt;
MP_TAUNT_18.wav&lt;br /&gt;
MP_TAUNT_19.wav&lt;br /&gt;
MP_TAUNT_20.wav&lt;br /&gt;
MP_TAUNT_21.wav&lt;br /&gt;
MP_TAUNT_22.wav&lt;br /&gt;
MP_TAUNT_23.wav&lt;br /&gt;
MP_TAUNT_24.wav&lt;br /&gt;
MP_TAUNT_25.wav&lt;br /&gt;
MP_TAUNT_26.wav&lt;br /&gt;
MP_TAUNT_27.wav&lt;br /&gt;
MP_TAUNT_28.wav&lt;br /&gt;
MP_TAUNT_29.wav&lt;br /&gt;
MP_TAUNT_30.wav&lt;br /&gt;
MP_TAUNT_31.wav&lt;br /&gt;
MP_TAUNT_32.wav&lt;br /&gt;
MP_TAUNT_33.wav&lt;br /&gt;
MP_TAUNT_34.wav&lt;br /&gt;
MP_TAUNT_35.wav&lt;br /&gt;
MP_TAUNT_36.wav&lt;br /&gt;
MP_TAUNT_37.wav&lt;br /&gt;
MP_TAUNT_38.wav&lt;br /&gt;
MP_TAUNT_39.wav&lt;br /&gt;
MP_TAUNT_40.wav&lt;br /&gt;
MP_TAUNT_41.wav&lt;br /&gt;
MP_TAUNT_42.wav&lt;br /&gt;
MP_TAUNT_43.wav&lt;br /&gt;
MP_TAUNT_44.wav&lt;br /&gt;
MP_TAUNT_45.wav&lt;br /&gt;
MP_TAUNT_46.wav&lt;br /&gt;
MP_TAUNT_47.wav&lt;br /&gt;
MP_TAUNT_48.wav&lt;br /&gt;
MP_TAUNT_49.wav&lt;br /&gt;
MP_TAUNT_50.wav&lt;br /&gt;
MP_TAUNT_51.wav&lt;br /&gt;
MP_TAUNT_52.wav&lt;br /&gt;
MP_TAUNT_53.wav&lt;br /&gt;
MP_TAUNT_54.wav&lt;br /&gt;
MP_TAUNT_55.wav&lt;br /&gt;
MP_TAUNT_56.wav&lt;br /&gt;
MP_TAUNT_57.wav&lt;br /&gt;
MP_TAUNT_58.wav&lt;br /&gt;
MP_TAUNT_59.wav&lt;br /&gt;
MP_TAUNT_60.wav&lt;br /&gt;
MP_TAUNT_61.wav&lt;br /&gt;
MP_TAUNT_62.wav&lt;br /&gt;
MP_TAUNT_63.wav&lt;br /&gt;
MP_TAUNT_64.wav&lt;br /&gt;
MP_TAUNT_65.wav&lt;br /&gt;
MP_TAUNT_66.wav&lt;br /&gt;
MP_TAUNT_67.wav&lt;br /&gt;
MP_TAUNT_68.wav&lt;br /&gt;
MP_TAUNT_69.wav&lt;br /&gt;
MP_TAUNT_70.wav&lt;br /&gt;
MP_TAUNT_71.wav&lt;br /&gt;
MP_TAUNT_72.wav&lt;br /&gt;
MP_TAUNT_73.wav&lt;br /&gt;
MP_TAUNT_74.wav&lt;br /&gt;
NUR_ALERT_01.wav&lt;br /&gt;
NUR_ALERT_02.wav&lt;br /&gt;
NUR_ALERT_03.wav&lt;br /&gt;
NUR_ALERT_04.wav&lt;br /&gt;
NUR_ALERT_05.wav&lt;br /&gt;
NUR_ALERT_06.wav&lt;br /&gt;
NUR_COWER_01.wav&lt;br /&gt;
NUR_COWER_02.wav&lt;br /&gt;
NUR_COWER_03.wav&lt;br /&gt;
NUR_COWER_04.wav&lt;br /&gt;
NUR_COWER_05.wav&lt;br /&gt;
NUR_COWER_06.wav&lt;br /&gt;
NUR_GONE_01.wav&lt;br /&gt;
NUR_GONE_02.wav&lt;br /&gt;
NUR_GONE_03.wav&lt;br /&gt;
NUR_GONE_04.wav&lt;br /&gt;
NUR_GONE_05.wav&lt;br /&gt;
NUR_TIMEO_01.wav&lt;br /&gt;
NUR_TIMEO_02.wav&lt;br /&gt;
NUR_TIMEO_03.wav&lt;br /&gt;
NUR_TIMEO_04.wav&lt;br /&gt;
NUR_TIMEO_05.wav&lt;br /&gt;
NUR_TIMEO_06.wav&lt;br /&gt;
NUR_TIMEO_07.wav&lt;br /&gt;
NUR_TIMEO_08.wav&lt;br /&gt;
NUR_TIMEO_09.wav&lt;br /&gt;
NUR_TIMEO_10.wav&lt;br /&gt;
NUR_UALERT_01.wav&lt;br /&gt;
NUR_UALERT_02.wav&lt;br /&gt;
NUR_UALERT_03.wav&lt;br /&gt;
NUR_UALERT_04.wav&lt;br /&gt;
NUR_USE_01.wav&lt;br /&gt;
NUR_USE_02.wav&lt;br /&gt;
NUR_USE_03.wav&lt;br /&gt;
NUR_USE_04.wav&lt;br /&gt;
NUR_USE_05.wav&lt;br /&gt;
NUR_USE_06.wav&lt;br /&gt;
NUR_USE_07.wav&lt;br /&gt;
NUR_USE_08.wav&lt;br /&gt;
NUR_USENW_01.wav&lt;br /&gt;
NUR_USENW_02.wav&lt;br /&gt;
NUR_USENW_03.wav&lt;br /&gt;
NUR_USENW_04.wav&lt;br /&gt;
NUR_USENW_05.wav&lt;br /&gt;
NUR_USENW_06.wav&lt;br /&gt;
TECH_ALERT_01.wav&lt;br /&gt;
TECH_ALERT_02.wav&lt;br /&gt;
TECH_ALERT_03.wav&lt;br /&gt;
TECH_ALERT_04.wav&lt;br /&gt;
TECH_ALERT_05.wav&lt;br /&gt;
TECH_ALERT_06.wav&lt;br /&gt;
TECH_ALERT_07.wav&lt;br /&gt;
TECH_COWER_01.wav&lt;br /&gt;
TECH_COWER_02.wav&lt;br /&gt;
TECH_COWER_03.wav&lt;br /&gt;
TECH_COWER_04.wav&lt;br /&gt;
TECH_COWER_05.wav&lt;br /&gt;
TECH_COWER_06.wav&lt;br /&gt;
TECH_COWER_07.wav&lt;br /&gt;
TECH_COWER_08.wav&lt;br /&gt;
TECH_COWER_09.wav&lt;br /&gt;
TECH_COWER_10.wav&lt;br /&gt;
Tech_LgPain_01.wav&lt;br /&gt;
Tech_LgPain_02.wav&lt;br /&gt;
Tech_LgPain_03.wav&lt;br /&gt;
Tech_LgPain_04.wav&lt;br /&gt;
Tech_LgPain_05.wav&lt;br /&gt;
Tech_Panic_01.wav&lt;br /&gt;
Tech_Panic_02.wav&lt;br /&gt;
Tech_Panic_03.wav&lt;br /&gt;
Tech_Panic_04.wav&lt;br /&gt;
Tech_Panic_05.wav&lt;br /&gt;
Tech_SmPain_01.wav&lt;br /&gt;
Tech_SmPain_02.wav&lt;br /&gt;
Tech_SmPain_03.wav&lt;br /&gt;
Tech_SmPain_04.wav&lt;br /&gt;
Tech_SmPain_05.wav&lt;br /&gt;
TECH_TIMEO_01.wav&lt;br /&gt;
TECH_TIMEO_02.wav&lt;br /&gt;
TECH_TIMEO_03.wav&lt;br /&gt;
TECH_TIMEO_04.wav&lt;br /&gt;
TECH_TIMEO_05.wav&lt;br /&gt;
TECH_TIMEO_06.wav&lt;br /&gt;
TECH_TIMEO_07.wav&lt;br /&gt;
TECH_TIMEO_08.wav&lt;br /&gt;
TECH_TIMEO_09.wav&lt;br /&gt;
TECH_TIMEO_10.wav&lt;br /&gt;
TECH_ULERT_01.wav&lt;br /&gt;
TECH_ULERT_02.wav&lt;br /&gt;
TECH_ULERT_03.wav&lt;br /&gt;
TECH_ULERT_04.wav&lt;br /&gt;
TECH_ULERT_05.wav&lt;br /&gt;
TECH_ULERT_06.wav&lt;br /&gt;
TECH_USE_01.wav&lt;br /&gt;
TECH_USE_02.wav&lt;br /&gt;
TECH_USE_03.wav&lt;br /&gt;
TECH_USE_04.wav&lt;br /&gt;
TECH_USE_05.wav&lt;br /&gt;
TECH_USE_06.wav&lt;br /&gt;
TECH_USE_07.wav&lt;br /&gt;
TECH_USE_08.wav&lt;br /&gt;
TECH_USE_09.wav&lt;br /&gt;
TECH_USE_10.wav&lt;br /&gt;
TRAINING_PS2_01_INST_01.wav&lt;br /&gt;
TRAINING_PS2_01_INST_02.wav&lt;br /&gt;
TRAINING_PS2_01_INST_03.wav&lt;br /&gt;
TRAINING_PS2_01_INST_04.wav&lt;br /&gt;
TRAINING_PS2_01_INST_05.wav&lt;br /&gt;
TRAINING_PS2_01_INST_06.wav&lt;br /&gt;
TRAINING_PS2_01_INST_07.wav&lt;br /&gt;
TRAINING_PS2_01_INST_08.wav&lt;br /&gt;
TRAINING_PS2_01_INST_09.wav&lt;br /&gt;
TRAINING_PS2_01_INST_10.wav&lt;br /&gt;
TRAINING_PS2_01_INST_11.wav&lt;br /&gt;
TRAINING_PS2_01_INST_12.wav&lt;br /&gt;
TRAINING_PS2_01_INST_13.wav&lt;br /&gt;
TRAINING_PS2_01_INST_14.wav&lt;br /&gt;
TRAINING_PS2_01_INST_15.wav&lt;br /&gt;
TRAINING_PS2_01_INST_16.wav&lt;br /&gt;
TRAINING_PS2_01_INST_17.wav&lt;br /&gt;
TRAINING_PS2_01_INST_18.wav&lt;br /&gt;
TRAINING_PS2_01_INST_19.wav&lt;br /&gt;
TRAINING_PS2_01_INST_20.wav&lt;br /&gt;
TRAINING_PS2_01_INST_21.wav&lt;br /&gt;
TRAINING_PS2_01_INST_22.wav&lt;br /&gt;
TRAINING_PS2_01_INST_23.wav&lt;br /&gt;
TRAINING_PS2_01_INST_24.wav&lt;br /&gt;
TRAINING_PS2_01_INST_25.wav&lt;br /&gt;
TRAINING_PS2_01_INST_26.wav&lt;br /&gt;
TRAINING_PS2_01_INST_27.wav&lt;br /&gt;
TRAINING_PS2_01_INST_28.wav&lt;br /&gt;
TRAINING_PS2_01_INST_29.wav&lt;br /&gt;
TRAINING_PS2_01_INST_30.wav&lt;br /&gt;
TRAINING_PS2_01_INST_31.wav&lt;br /&gt;
TRAINING_PS2_01_INST_32.wav&lt;br /&gt;
TRAINING_PS2_01_INST_33.wav&lt;br /&gt;
TRAINING_PS2_01_INST_34.wav&lt;br /&gt;
TRAINING_PS2_01_INST_35.wav&lt;br /&gt;
TRAINING_PS2_01_INST_36.wav&lt;br /&gt;
TRAINING_PS2_01_INST_37.wav&lt;br /&gt;
TRAINING_PS2_01_INST_38.wav&lt;br /&gt;
TRAINING_PS2_01_INST_39.wav&lt;br /&gt;
TRAINING_PS2_01_INST_40.wav&lt;br /&gt;
TRAINING_PS2_01_INST_41.wav&lt;br /&gt;
TRAINING_PS2_01_INST_42.wav&lt;br /&gt;
TRAINING_PS2_01_INST_43.wav&lt;br /&gt;
TRAINING_PS2_01_INST_44.wav&lt;br /&gt;
TRAINING_PS2_01_INST_45.wav&lt;br /&gt;
TRAINING_PS2_01_INST_46.wav&lt;br /&gt;
TRAINING_PS2_01_INST_47.wav&lt;br /&gt;
TRAINING_PS2_01_INST_48.wav&lt;br /&gt;
TRAINING_PS2_01_INST_49.wav&lt;br /&gt;
TRAINING_PS2_01_INST_50.wav&lt;br /&gt;
TRAINING_PS2_01_INST_51.wav&lt;br /&gt;
TRAINING_PS2_01_INST_52.wav&lt;br /&gt;
TRAINING_PS2_01_INST_53.wav&lt;br /&gt;
TRAINING_PS2_01_INST_54.wav&lt;br /&gt;
TRAINING_PS2_01_INST_55.wav&lt;br /&gt;
TRAINING_PS2_02_INST_01.wav&lt;br /&gt;
TRAINING_PS2_02_INST_02.wav&lt;br /&gt;
TRAINING_PS2_02_INST_03.wav&lt;br /&gt;
TRAINING_PS2_02_INST_04.wav&lt;br /&gt;
TRAINING_PS2_02_INST_05.wav&lt;br /&gt;
TRAINING_PS2_02_INST_06.wav&lt;br /&gt;
TRAINING_PS2_02_INST_07.wav&lt;br /&gt;
TRAINING_PS2_02_INST_08.wav&lt;br /&gt;
TRAINING_PS2_02_INST_09.wav&lt;br /&gt;
TRAINING_PS2_02_INST_10.wav&lt;br /&gt;
TRAINING_PS2_02_INST_11.wav&lt;br /&gt;
TRAINING_PS2_02_INST_12.wav&lt;br /&gt;
TRAINING_PS2_02_INST_13.wav&lt;br /&gt;
TRAINING_PS2_02_INST_14.wav&lt;br /&gt;
TRAINING_PS2_02_INST_15.wav&lt;br /&gt;
TRAINING_PS2_02_INST_16.wav&lt;br /&gt;
TRAINING_PS2_02_INST_17.wav&lt;br /&gt;
TRAINING_PS2_02_INST_18.wav&lt;br /&gt;
TRAINING_PS2_02_INST_19.wav&lt;br /&gt;
TRAINING_PS2_02_INST_20.wav&lt;br /&gt;
TRAINING_PS2_02_INST_21.wav&lt;br /&gt;
TRAINING_PS2_02_INST_22.wav&lt;br /&gt;
TRAINING_PS2_02_INST_23.wav&lt;br /&gt;
TRAINING_PS2_02_INST_24.wav&lt;br /&gt;
TRAINING_PS2_02_INST_25.wav&lt;br /&gt;
TRAINING_PS2_02_INST_26.wav&lt;br /&gt;
TRAINING_PS2_02_INST_27.wav&lt;br /&gt;
TRAINING_PS2_02_MIN_01.wav&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
Assault_Attack.wav&lt;br /&gt;
Assault_Burst.wav&lt;br /&gt;
Assault_Decay.wav&lt;br /&gt;
Assault_loop.wav&lt;br /&gt;
Assault2_Attack.wav&lt;br /&gt;
Assault2_Decay.wav&lt;br /&gt;
Assault2_loop.wav&lt;br /&gt;
atomic.wav&lt;br /&gt;
Attach_01.wav&lt;br /&gt;
Attach_02.wav&lt;br /&gt;
AutoTurret_Close.wav&lt;br /&gt;
AutoTurret_Open.wav&lt;br /&gt;
Baboom.wav&lt;br /&gt;
bigboom01.wav&lt;br /&gt;
Boom_01.wav&lt;br /&gt;
Boom_02.wav&lt;br /&gt;
Boom_Lg01.wav&lt;br /&gt;
Boom_Lg02.wav&lt;br /&gt;
Boom_Md01.wav&lt;br /&gt;
Boom_Md02.wav&lt;br /&gt;
Boom_Sm01.wav&lt;br /&gt;
Boom_Sm02.wav&lt;br /&gt;
Camerahit.wav&lt;br /&gt;
CapekCane_Fire_01.wav&lt;br /&gt;
CapekCane_Fire_02.wav&lt;br /&gt;
Charge_Count.wav&lt;br /&gt;
ClipDrop_01.wav&lt;br /&gt;
ClipDrop_02.wav&lt;br /&gt;
ClipDrop_03.wav&lt;br /&gt;
ClipDrop_04.wav&lt;br /&gt;
Detach_01.wav&lt;br /&gt;
digging.wav&lt;br /&gt;
DistExp_01.wav&lt;br /&gt;
DistExp_02.wav&lt;br /&gt;
DistExp_03.wav&lt;br /&gt;
DistExp_04.wav&lt;br /&gt;
Drill_Hit_Metal.wav&lt;br /&gt;
Drill_Hit_Rock.wav&lt;br /&gt;
explosion.wav&lt;br /&gt;
Flyloop_01.wav&lt;br /&gt;
FT_Burn_01.wav&lt;br /&gt;
FT_Burn_02.wav&lt;br /&gt;
FT_Ignite_01.wav&lt;br /&gt;
FT_Ignite_02.wav&lt;br /&gt;
FT_Ignite_03.wav&lt;br /&gt;
Grenade_Tick.wav&lt;br /&gt;
Gun_Hit.wav&lt;br /&gt;
Gun_Hit_Default_01.wav&lt;br /&gt;
Gun_Hit_Default_02.wav&lt;br /&gt;
Gun_Hit_Default_03.wav&lt;br /&gt;
Gun_Hit_Default_04.wav&lt;br /&gt;
Gun_Hit_Flesh.wav&lt;br /&gt;
Gun_Hit_Flesh_01.wav&lt;br /&gt;
Gun_Hit_Flesh_02.wav&lt;br /&gt;
Gun_Hit_Flesh_03.wav&lt;br /&gt;
Gun_Hit_Flesh_04.wav&lt;br /&gt;
Gun_Hit_Metal.wav&lt;br /&gt;
Gun_Hit_Metal_01.wav&lt;br /&gt;
Gun_Hit_Metal_02.wav&lt;br /&gt;
Gun_Hit_Metal_03.wav&lt;br /&gt;
Gun_Hit_Metal_04.wav&lt;br /&gt;
Gun_Hit_Rock.wav&lt;br /&gt;
Gun_Hit_Rock_01.wav&lt;br /&gt;
Gun_Hit_Rock_02.wav&lt;br /&gt;
Gun_Hit_Rock_03.wav&lt;br /&gt;
Gun_Hit_Rock_04.wav&lt;br /&gt;
Gun_Hit_Water_01.wav&lt;br /&gt;
Gun_Hit_Water_02.wav&lt;br /&gt;
Gun_Hit_Water_03.wav&lt;br /&gt;
Gun_Hit_Water_04.wav&lt;br /&gt;
HandGun_Click01.wav&lt;br /&gt;
HandGun_Fire01.wav&lt;br /&gt;
HandGun_Fire02.wav&lt;br /&gt;
handgun_switch.wav&lt;br /&gt;
HEAP_Fire.wav&lt;br /&gt;
HeavyMachineGun.wav&lt;br /&gt;
HeavyMachineGun_02.wav&lt;br /&gt;
laser_01.wav&lt;br /&gt;
laser_02.wav&lt;br /&gt;
laser_03.wav&lt;br /&gt;
Laser_Hit.wav&lt;br /&gt;
Laser_Hit_Flesh_01.wav&lt;br /&gt;
Laser_Hit_Flesh_02.wav&lt;br /&gt;
Laser_Hit_Metal_01.wav&lt;br /&gt;
Laser_Hit_Metal_02.wav&lt;br /&gt;
Laser_Hit_Rock_01.wav&lt;br /&gt;
Laser_Hit_Rock_02.wav&lt;br /&gt;
laser_loop_01.wav&lt;br /&gt;
Machine_Loop.wav&lt;br /&gt;
Machine_Loop_02.wav&lt;br /&gt;
Machine_Loop_2.wav&lt;br /&gt;
Machine_Loop_r.wav&lt;br /&gt;
Machine_Shot.wav&lt;br /&gt;
missile_01.wav&lt;br /&gt;
missile_02.wav&lt;br /&gt;
missile_hit.wav&lt;br /&gt;
missile_loop.wav&lt;br /&gt;
Rail_Fail.wav&lt;br /&gt;
Rail_Fire_01.wav&lt;br /&gt;
Rail_Flyby_01.wav&lt;br /&gt;
Rail_Flyby_02.wav&lt;br /&gt;
Rail_Rifle_Hit.wav&lt;br /&gt;
ricochet_01.wav&lt;br /&gt;
ricochet_02.wav&lt;br /&gt;
ricochet_03.wav&lt;br /&gt;
ricochet_04.wav&lt;br /&gt;
ricochet_05.wav&lt;br /&gt;
ricochet_06.wav&lt;br /&gt;
ricochet_07.wav&lt;br /&gt;
ricochet_08.wav&lt;br /&gt;
ricochet_09.wav&lt;br /&gt;
ricochet_10.wav&lt;br /&gt;
ricochet_11.wav&lt;br /&gt;
ricochet_12.wav&lt;br /&gt;
ricochet_13.wav&lt;br /&gt;
ricochet_14.wav&lt;br /&gt;
ricochet_15.wav&lt;br /&gt;
ricochet_16.wav&lt;br /&gt;
Riot_Impact_Flesh_01.wav&lt;br /&gt;
Riot_Impact_Flesh_02.wav&lt;br /&gt;
Riot_Impact_Ice_01.wav&lt;br /&gt;
Riot_Impact_Ice_02.wav&lt;br /&gt;
Riot_Impact_Metal_01.wav&lt;br /&gt;
Riot_Impact_Metal_02.wav&lt;br /&gt;
Riot_Impact_Rock_01.wav&lt;br /&gt;
Riot_Impact_Rock_02.wav&lt;br /&gt;
Riot_Jolt_01.wav&lt;br /&gt;
Riot_Jolt_02.wav&lt;br /&gt;
Riot_Jolt_03.wav&lt;br /&gt;
Riot_Jolt_04.wav&lt;br /&gt;
Riot_Spark_01.wav&lt;br /&gt;
Riot_Spark_02.wav&lt;br /&gt;
Riot_Spark_03.wav&lt;br /&gt;
Rocket_Hit_Flesh_01.wav&lt;br /&gt;
Rocket_Hit_Flesh_02.wav&lt;br /&gt;
Rocket_Hit_Flesh_03.wav&lt;br /&gt;
Rocket_Hit_Flesh_04.wav&lt;br /&gt;
Rocket_Launch_01.wav&lt;br /&gt;
Rocket_Launch_02.wav&lt;br /&gt;
Rocket_Lob.wav&lt;br /&gt;
Rocket_Lock.wav&lt;br /&gt;
Rocket_Scan.wav&lt;br /&gt;
shieldhit.wav&lt;br /&gt;
Shol_Boom.wav&lt;br /&gt;
Shol_Launch.wav&lt;br /&gt;
ShotGun_01.wav&lt;br /&gt;
Shotgun_02.wav&lt;br /&gt;
Silencer_01.wav&lt;br /&gt;
Silencer_02.wav&lt;br /&gt;
Sniper_Aim_01.wav&lt;br /&gt;
Sniper_Fire_01.wav&lt;br /&gt;
Sniper_Fire_02.wav&lt;br /&gt;
Sniper_Fire_03.wav&lt;br /&gt;
Tank_Boom_01.wav&lt;br /&gt;
Tank_Cannon.wav&lt;br /&gt;
Tank_Servo.wav&lt;br /&gt;
target.wav&lt;br /&gt;
Torpedo_Hit.wav&lt;br /&gt;
Torpedo_Hit_Flesh.wav&lt;br /&gt;
Torpedo_Launch.wav&lt;br /&gt;
Torpedo_Loop.wav&lt;br /&gt;
Turret_01.wav&lt;br /&gt;
Turret_Die.wav&lt;br /&gt;
Turret_Loop.wav&lt;br /&gt;
Vauss_01.wav&lt;br /&gt;
Vauss_02.wav&lt;br /&gt;
Vauss_03.wav&lt;br /&gt;
Vauss_04A.wav&lt;br /&gt;
Vauss_04L.wav&lt;br /&gt;
Vauss_04R.wav&lt;br /&gt;
Vauss_05.wav&lt;br /&gt;
Vauss_Distant_01.wav&lt;br /&gt;
Vauss_Distant_02.wav&lt;br /&gt;
Vauss_Distant_03.wav&lt;br /&gt;
Vauss_Distant_04.wav&lt;br /&gt;
Vauss_Motor_Start.wav&lt;br /&gt;
Vauss_Motor_Stop.wav&lt;br /&gt;
Vauss_Ricochet.wav&lt;br /&gt;
&lt;br /&gt;
== Cutscene ==&lt;br /&gt;
RFCS_02_FinalMix.wav&lt;br /&gt;
RFCS_03_FinalMix.wav&lt;br /&gt;
RFCS_04_FinalMix.wav&lt;br /&gt;
RFCS_05_FinalMix.wav&lt;br /&gt;
RFCS_06_FinalMix.wav&lt;br /&gt;
RFCS_07_FinalMix.wav&lt;br /&gt;
RFCS_08_FinalMix.wav&lt;br /&gt;
RFCS_09_FinalMix.wav&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
SoundTest_44kStereoAdpcm.wav&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_List_of_Sounds&amp;diff=5487</id>
		<title>RED: List of Sounds</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_List_of_Sounds&amp;diff=5487"/>
		<updated>2014-11-10T03:41:26Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Removed nonexistant sounds (thanks, red.chm) and added RFCS_[02-09]_FinalMix (cutscenes) and SoundTest_44kStereoAdpcm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ambient ==&lt;br /&gt;
Amb_Arc_01.wav&lt;br /&gt;
Amb_Arc_02.wav&lt;br /&gt;
Amb_Bubbles_01.wav&lt;br /&gt;
Amb_Bubbles_02.wav&lt;br /&gt;
Amb_Burning_01.wav&lt;br /&gt;
Amb_Burning_02.wav&lt;br /&gt;
Amb_Burning_03.wav&lt;br /&gt;
Amb_Cave_01L.wav&lt;br /&gt;
Amb_Cave_01R.wav&lt;br /&gt;
Amb_Cave_02L.wav&lt;br /&gt;
Amb_Cave_02R.wav&lt;br /&gt;
Amb_Cave_03L.wav&lt;br /&gt;
Amb_Cave_03R.wav&lt;br /&gt;
Amb_Cave_04.wav&lt;br /&gt;
Amb_Cave_05.wav&lt;br /&gt;
Amb_Cave_06.wav&lt;br /&gt;
Amb_Cave_07.wav&lt;br /&gt;
Amb_Cave_08L.wav&lt;br /&gt;
Amb_Cave_08R.wav&lt;br /&gt;
Amb_Cave_09L.wav&lt;br /&gt;
Amb_Cave_09R.wav&lt;br /&gt;
Amb_Computer_01.wav&lt;br /&gt;
Amb_Computer_02.wav&lt;br /&gt;
Amb_Computer_03.wav&lt;br /&gt;
Amb_Computer_04.wav&lt;br /&gt;
Amb_DirtFall.wav&lt;br /&gt;
Amb_Drips_01.wav&lt;br /&gt;
Amb_Drips_02.wav&lt;br /&gt;
Amb_Drone_01.wav&lt;br /&gt;
Amb_Drone_02.wav&lt;br /&gt;
Amb_Drone_03.wav&lt;br /&gt;
Amb_Drone_04.wav&lt;br /&gt;
Amb_Drone_05.wav&lt;br /&gt;
Amb_Drone_06.wav&lt;br /&gt;
Amb_Drone_07.wav&lt;br /&gt;
Amb_Drone_08.wav&lt;br /&gt;
Amb_Electricity_01.wav&lt;br /&gt;
Amb_Energy.wav&lt;br /&gt;
Amb_Energy_01.wav&lt;br /&gt;
Amb_Energy_02.wav&lt;br /&gt;
Amb_Fan_01.wav&lt;br /&gt;
Amb_Fan_02.wav&lt;br /&gt;
Amb_Fan_03.wav&lt;br /&gt;
Amb_Generator_01.wav&lt;br /&gt;
Amb_Generator_02.wav&lt;br /&gt;
Amb_Generator_03.wav&lt;br /&gt;
Amb_Industrial_01.wav&lt;br /&gt;
Amb_Industrial_02.wav&lt;br /&gt;
Amb_Industrial_03.wav&lt;br /&gt;
Amb_Industrial_04.wav&lt;br /&gt;
Amb_Industrial_05.wav&lt;br /&gt;
Amb_Industrial_06.wav&lt;br /&gt;
Amb_Lava_01.wav&lt;br /&gt;
Amb_Lava_02.wav&lt;br /&gt;
Amb_LavaBurn_01.wav&lt;br /&gt;
Amb_Quake_01.wav&lt;br /&gt;
Amb_Quake_02.wav&lt;br /&gt;
Amb_Quake_03.wav&lt;br /&gt;
Amb_Radio_01.wav&lt;br /&gt;
Amb_Radio_02.wav&lt;br /&gt;
Amb_Radio_03.wav&lt;br /&gt;
Amb_Radio_04.wav&lt;br /&gt;
Amb_Radio_05.wav&lt;br /&gt;
Amb_Radio_06.wav&lt;br /&gt;
Amb_Radio_07.wav&lt;br /&gt;
Amb_Radio_08.wav&lt;br /&gt;
Amb_Radio_09.wav&lt;br /&gt;
Amb_Radio_10.wav&lt;br /&gt;
Amb_RocketBurn_L.wav&lt;br /&gt;
Amb_RocketBurn_R.wav&lt;br /&gt;
Amb_Room_01.wav&lt;br /&gt;
Amb_Room_02.wav&lt;br /&gt;
Amb_Room_03.wav&lt;br /&gt;
Amb_Room_04.wav&lt;br /&gt;
Amb_Room_05.wav&lt;br /&gt;
Amb_Room_06.wav&lt;br /&gt;
Amb_Room_07.wav&lt;br /&gt;
Amb_Room_08.wav&lt;br /&gt;
Amb_Room_09.wav&lt;br /&gt;
Amb_Room_10.wav&lt;br /&gt;
Amb_Room_11.wav&lt;br /&gt;
Amb_Rumble.wav&lt;br /&gt;
Amb_Shield.wav&lt;br /&gt;
Amb_Steam_01.wav&lt;br /&gt;
Amb_Steam_02.wav&lt;br /&gt;
Amb_Steam_03.wav&lt;br /&gt;
Amb_Steam_04.wav&lt;br /&gt;
Amb_Steam_05.wav&lt;br /&gt;
Amb_Vent_01.wav&lt;br /&gt;
Amb_Vent_02.wav&lt;br /&gt;
Amb_Vent_03.wav&lt;br /&gt;
Amb_Water_01.wav&lt;br /&gt;
Amb_Water_02.wav&lt;br /&gt;
Amb_Water_03.wav&lt;br /&gt;
Amb_Water_04.wav&lt;br /&gt;
Amb_Water_Fall_01.wav&lt;br /&gt;
Amb_Water_Fall_02.wav&lt;br /&gt;
Amb_WaterFall_01.wav&lt;br /&gt;
Amb_WaterFall_02.wav&lt;br /&gt;
Amb_WaterFall_03.wav&lt;br /&gt;
Amb_WaterFall_04.wav&lt;br /&gt;
Amb_Wind_01.wav&lt;br /&gt;
Amb_Wind_02.wav&lt;br /&gt;
Amb_Wind_03.wav&lt;br /&gt;
== Creature ==&lt;br /&gt;
Admin_bot_alert.wav&lt;br /&gt;
Admin_bot_die.wav&lt;br /&gt;
Admin_bot_hit.wav&lt;br /&gt;
Admin_bot_loop.wav&lt;br /&gt;
Bat_cry1.wav&lt;br /&gt;
Bat_cry2.wav&lt;br /&gt;
Bat_cry3.wav&lt;br /&gt;
Bat_die1.wav&lt;br /&gt;
Bat_die2.wav&lt;br /&gt;
Bat_die3.wav&lt;br /&gt;
bat_fly_fast.wav&lt;br /&gt;
bat_fly_slow.wav&lt;br /&gt;
Bat_fly1.wav&lt;br /&gt;
bat_idle.wav&lt;br /&gt;
BReeper_alert.wav&lt;br /&gt;
Breeper_Attack_01.wav&lt;br /&gt;
Breeper_Attack_02.wav&lt;br /&gt;
BReeper_die.wav&lt;br /&gt;
Breeper_Foot_01.wav&lt;br /&gt;
Breeper_Foot_02.wav&lt;br /&gt;
Breeper_Foot_03.wav&lt;br /&gt;
Breeper_Foot_04.wav&lt;br /&gt;
Breeper_Foot_05.wav&lt;br /&gt;
Breeper_Foot_06.wav&lt;br /&gt;
BReeper_hit1.wav&lt;br /&gt;
BReeper_hit2.wav&lt;br /&gt;
BReeper_Idle.wav&lt;br /&gt;
BSlap.wav&lt;br /&gt;
BSnake_Bite.wav&lt;br /&gt;
BSnake_death.wav&lt;br /&gt;
BSnake_Spit.wav&lt;br /&gt;
Cutter_attack.wav&lt;br /&gt;
Cutter_die.wav&lt;br /&gt;
Cutter_Fly.wav&lt;br /&gt;
Cutter_hit1.wav&lt;br /&gt;
Cutter_hit2.wav&lt;br /&gt;
Drone_Attack_01.wav&lt;br /&gt;
Grabber_Alert.wav&lt;br /&gt;
Grabber_die.wav&lt;br /&gt;
Grabber_Fly.wav&lt;br /&gt;
Grabber_hit1.wav&lt;br /&gt;
Grabber_hit2.wav&lt;br /&gt;
Grabber_Pickup.wav&lt;br /&gt;
LgBot1_hit3.wav&lt;br /&gt;
LgBot1_hit4.wav&lt;br /&gt;
LgBot2_alert.wav&lt;br /&gt;
LgBot2_die.wav&lt;br /&gt;
LgBot2_fly.wav&lt;br /&gt;
MdBot1_hit1.wav&lt;br /&gt;
MdBot1_hit2.wav&lt;br /&gt;
MdBot1_hit3.wav&lt;br /&gt;
MdBot1_hit4.wav&lt;br /&gt;
MdBot2_alert.wav&lt;br /&gt;
Meca_Close.wav&lt;br /&gt;
Meca_Open.wav&lt;br /&gt;
Mutant_Alert_01.wav&lt;br /&gt;
Mutant_attack_01.wav&lt;br /&gt;
Mutant_attack_02.wav&lt;br /&gt;
Mutant_Death.wav&lt;br /&gt;
Mutant_hit_back.wav&lt;br /&gt;
Mutant_hit_front.wav&lt;br /&gt;
Mutant_Idle_01.wav&lt;br /&gt;
Mutant_Idle_02.wav&lt;br /&gt;
Mutant_Pain_01.wav&lt;br /&gt;
Mutant_Pain_02.wav&lt;br /&gt;
Mutant_Pain_03.wav&lt;br /&gt;
Mutant_Pain_04.wav&lt;br /&gt;
Mutant_Squash_01.wav&lt;br /&gt;
Mutant_Squash_02.wav&lt;br /&gt;
Mutant_Stand.wav&lt;br /&gt;
Mutant_Swing.wav&lt;br /&gt;
Mutant2_Attack.wav&lt;br /&gt;
Mutant2_Death.wav&lt;br /&gt;
Mutant2_Idle.wav&lt;br /&gt;
Mutant2_Pain_01.wav&lt;br /&gt;
Mutant2_Pain_02.wav&lt;br /&gt;
Mutant2_Squash_01.wav&lt;br /&gt;
Mutant2_Squash_02.wav&lt;br /&gt;
Mutant2_Stand.wav&lt;br /&gt;
Reeper_Alert_01.wav&lt;br /&gt;
Reeper_Alert_02.wav&lt;br /&gt;
Reeper_Attack_01.wav&lt;br /&gt;
Reeper_Attack_02.wav&lt;br /&gt;
Reeper_Die.wav&lt;br /&gt;
Reeper_Foot_01.wav&lt;br /&gt;
Reeper_Foot_02.wav&lt;br /&gt;
Reeper_Foot_03.wav&lt;br /&gt;
Reeper_Foot_04.wav&lt;br /&gt;
Reeper_Foot_05.wav&lt;br /&gt;
Reeper_Foot_06.wav&lt;br /&gt;
Reeper_Idle_01.wav&lt;br /&gt;
Reeper_Pain_01.wav&lt;br /&gt;
Reeper_Pain_02.wav&lt;br /&gt;
RSnake_attack.wav&lt;br /&gt;
RSnake_Bite.wav&lt;br /&gt;
RSnake_death.wav&lt;br /&gt;
RSnake_move.wav&lt;br /&gt;
RSnake_screech.wav&lt;br /&gt;
RSnake_Spit.wav&lt;br /&gt;
SCre_Die_01.wav&lt;br /&gt;
SCre_Idle_01.wav&lt;br /&gt;
SCre_Idle_02.wav&lt;br /&gt;
SCre_Idle_03.wav&lt;br /&gt;
SCre_Idle_04.wav&lt;br /&gt;
SCre_Pain_01.wav&lt;br /&gt;
SCre_Pain_02.wav&lt;br /&gt;
SCre_Pain_03.wav&lt;br /&gt;
SCre_Pain_04.wav&lt;br /&gt;
SCre_Ram_01.wav&lt;br /&gt;
SCre_Ram_02.wav&lt;br /&gt;
SCre_RamSub_01.wav&lt;br /&gt;
SCre_RamSub_02.wav&lt;br /&gt;
SCrea_Attack_01.wav&lt;br /&gt;
SCrea_Attack_02.wav&lt;br /&gt;
Servo_01.wav&lt;br /&gt;
Servo_02.wav&lt;br /&gt;
Servo_03.wav&lt;br /&gt;
Servo_04.wav&lt;br /&gt;
SmBot1_alert.wav&lt;br /&gt;
SmBot1_fly.wav&lt;br /&gt;
SmBot1_hit1.wav&lt;br /&gt;
SmBot1_hit2.wav&lt;br /&gt;
SmBot2_die.wav&lt;br /&gt;
Snake_Move_01.wav&lt;br /&gt;
Snake_Move_02.wav&lt;br /&gt;
Snake_Move_03.wav&lt;br /&gt;
Snake_Move_04.wav&lt;br /&gt;
Sonar_Wave_01.wav&lt;br /&gt;
Sonar_Wave_02.wav&lt;br /&gt;
Spike_Alert.wav&lt;br /&gt;
Spike_Attack_01.wav&lt;br /&gt;
Spike_Attack_02.wav&lt;br /&gt;
Spike_Attack_03.wav&lt;br /&gt;
Spike_die.wav&lt;br /&gt;
Spike_hit1.wav&lt;br /&gt;
Spike_hit2.wav&lt;br /&gt;
Spike_idle.wav&lt;br /&gt;
Spike_Open.wav&lt;br /&gt;
Spit_Hit_01.wav&lt;br /&gt;
Spit_Hit_02.wav&lt;br /&gt;
Spit_Hit_03.wav&lt;br /&gt;
Tankbot_Attack_Guns.wav&lt;br /&gt;
Tankbot_Attack_Melee.wav&lt;br /&gt;
Tankbot_Lgpain_01.wav&lt;br /&gt;
Tankbot_Lgpain_02.wav&lt;br /&gt;
Tankbot_Lgpain_03.wav&lt;br /&gt;
Tankbot_Smpain_01.wav&lt;br /&gt;
Tankbot_Smpain_02.wav&lt;br /&gt;
Tankbot_Smpain_03.wav&lt;br /&gt;
Wing_Flap_01.wav&lt;br /&gt;
Wing_Flap_02.wav&lt;br /&gt;
Wing_Flap_03.wav&lt;br /&gt;
Wing_Flap_04.wav&lt;br /&gt;
&lt;br /&gt;
== Foley 1 ==&lt;br /&gt;
Admin_Squash_01.wav&lt;br /&gt;
Admin_Squash_02.wav&lt;br /&gt;
Body_Drop.wav&lt;br /&gt;
Body_Lift.wav&lt;br /&gt;
Breath.wav&lt;br /&gt;
CapekDeath_Generic.wav&lt;br /&gt;
CasingDrop_E01.wav&lt;br /&gt;
CasingDrop_E02.wav&lt;br /&gt;
CasingDrop_E03.wav&lt;br /&gt;
CasingDrop_E04.wav&lt;br /&gt;
CasingDrop_M01.wav&lt;br /&gt;
CasingDrop_M02.wav&lt;br /&gt;
CasingDrop_M03.wav&lt;br /&gt;
CasingDrop_M04.wav&lt;br /&gt;
Climb_F_Left.wav&lt;br /&gt;
Climb_F_Right.wav&lt;br /&gt;
Climb_Left.wav&lt;br /&gt;
Climb_Right.wav&lt;br /&gt;
Crawl_01.wav&lt;br /&gt;
Crawl_02.wav&lt;br /&gt;
Crawl_03.wav&lt;br /&gt;
Crawl_04.wav&lt;br /&gt;
Die_01.wav&lt;br /&gt;
Die_02.wav&lt;br /&gt;
DropHelmet_01.wav&lt;br /&gt;
DropHelmet_02.wav&lt;br /&gt;
DropHelmet_03.wav&lt;br /&gt;
DropHelmet_04.wav&lt;br /&gt;
Footsidestep_01.wav&lt;br /&gt;
Footsidestep_02.wav&lt;br /&gt;
FootSlide.wav&lt;br /&gt;
Fp_asslt_ammocheck.wav&lt;br /&gt;
Fp_asslt_gripopen.wav&lt;br /&gt;
Fp_asslt_handstretch.wav&lt;br /&gt;
Fp_asslt_reload.wav&lt;br /&gt;
FP_charge_draw.wav&lt;br /&gt;
FP_charge_idlerub.wav&lt;br /&gt;
FP_charge_idletap.wav&lt;br /&gt;
FP_charge_throw.wav&lt;br /&gt;
FP_det_idle_check.wav&lt;br /&gt;
FP_det_idle_stretch.wav&lt;br /&gt;
FP_detonator_draw.wav&lt;br /&gt;
FP_detonator_fire.wav&lt;br /&gt;
Fp_flame_altfire.wav&lt;br /&gt;
Fp_flame_idlecheck.wav&lt;br /&gt;
Fp_flame_idletap.wav&lt;br /&gt;
Fp_flame_reload.wav&lt;br /&gt;
Fp_flame_switch.wav&lt;br /&gt;
FP_glock_draw.wav&lt;br /&gt;
FP_glock_flex.wav&lt;br /&gt;
FP_glock_holster.wav&lt;br /&gt;
FP_glock_look.wav&lt;br /&gt;
FP_glock_reload.wav&lt;br /&gt;
FP_glock_silencer_off.wav&lt;br /&gt;
FP_glock_silencer_on.wav&lt;br /&gt;
Fp_gren_idlecheck.wav&lt;br /&gt;
Fp_gren_pinpulltoss.wav&lt;br /&gt;
Fp_gren_spin.wav&lt;br /&gt;
Fp_gren_twistthrow.wav&lt;br /&gt;
Fp_hmg_idlecheck.wav&lt;br /&gt;
Fp_hmg_idlesweep.wav&lt;br /&gt;
Fp_hmg_reload.wav&lt;br /&gt;
Fp_mcpl_idletop_flex.wav&lt;br /&gt;
Fp_mcpl_idletop_hit.wav&lt;br /&gt;
Fp_mcpl_reload_bottom.wav&lt;br /&gt;
Fp_mcpl_reload_top.wav&lt;br /&gt;
Fp_mcpl_switch.wav&lt;br /&gt;
Fp_mcpl_switchback.wav&lt;br /&gt;
FP_rail_idlecheck.wav&lt;br /&gt;
FP_rail_idleturn.wav&lt;br /&gt;
FP_rail_reload.wav&lt;br /&gt;
FP_riot_attack.wav&lt;br /&gt;
FP_riot_attack_taser.wav&lt;br /&gt;
FP_riot_draw.wav&lt;br /&gt;
FP_riot_holster.wav&lt;br /&gt;
FP_riot_idle.wav&lt;br /&gt;
FP_riot_idle_hit.wav&lt;br /&gt;
FP_riot_reload.wav&lt;br /&gt;
FP_riot_toss.wav&lt;br /&gt;
FP_riotshield_attack.wav&lt;br /&gt;
FP_riotshield_block.wav&lt;br /&gt;
FP_riotshield_flex.wav&lt;br /&gt;
FP_riotshield_idlelow.wav&lt;br /&gt;
Fp_rocket_ammocheck.wav&lt;br /&gt;
Fp_rocket_draw.wav&lt;br /&gt;
Fp_rocket_fire.wav&lt;br /&gt;
Fp_rocket_holster.wav&lt;br /&gt;
Fp_rocket_reload.wav&lt;br /&gt;
Fp_rocket_screenwipe.wav&lt;br /&gt;
Fp_scopear_idlescope.wav&lt;br /&gt;
Fp_scopear_idleturn.wav&lt;br /&gt;
Fp_scopear_reload.wav&lt;br /&gt;
Fp_shol_fire.wav&lt;br /&gt;
Fp_shol_idlemonitor.wav&lt;br /&gt;
Fp_shol_idlewipe.wav&lt;br /&gt;
Fp_shol_reload.wav&lt;br /&gt;
FP_shotgun_fire_slow.wav&lt;br /&gt;
FP_shotgun_idle_stretch.wav&lt;br /&gt;
FP_shotgun_idle_sweep.wav&lt;br /&gt;
FP_shotgun_reload_finish.wav&lt;br /&gt;
FP_sniper_draw.wav&lt;br /&gt;
FP_sniper_holster.wav&lt;br /&gt;
FP_sniper_reload.wav&lt;br /&gt;
FP_sniper_scope.wav&lt;br /&gt;
FP_sniper_scratch.wav&lt;br /&gt;
Gasp_01.wav&lt;br /&gt;
Gasp_02.wav&lt;br /&gt;
Gib_01.wav&lt;br /&gt;
Gib_02.wav&lt;br /&gt;
Gib_03.wav&lt;br /&gt;
Gib_04.wav&lt;br /&gt;
HumanDeath_Alternate.wav&lt;br /&gt;
HumanDeath_Backward.wav&lt;br /&gt;
HumanDeath_Blast_02.wav&lt;br /&gt;
HumanDeath_BlastBackward.wav&lt;br /&gt;
HumanDeath_BlastForward.wav&lt;br /&gt;
HumanDeath_Chest_01.wav&lt;br /&gt;
HumanDeath_Chest_02.wav&lt;br /&gt;
HumanDeath_ChestBackward.wav&lt;br /&gt;
HumanDeath_ChestForward.wav&lt;br /&gt;
HumanDeath_ChestForwardSlow.wav&lt;br /&gt;
HumanDeath_Crouch.wav&lt;br /&gt;
HumanDeath_Crouch_02.wav&lt;br /&gt;
HumanDeath_CrouchBack.wav&lt;br /&gt;
HumanDeath_Forward.wav&lt;br /&gt;
HumanDeath_Forward_02.wav&lt;br /&gt;
HumanDeath_Generic.wav&lt;br /&gt;
HumanDeath_Generic_02.wav&lt;br /&gt;
HumanDeath_Generic_03.wav&lt;br /&gt;
HumanDeath_Generic_04.wav&lt;br /&gt;
HumanDeath_Generic_05.wav&lt;br /&gt;
HumanDeath_Head_02a.wav&lt;br /&gt;
HumanDeath_Head_02b.wav&lt;br /&gt;
HumanDeath_HeadBackward.wav&lt;br /&gt;
HumanDeath_HeadBackward_02.wav&lt;br /&gt;
HumanDeath_HeadForward.wav&lt;br /&gt;
HumanDeath_Leg_01.wav&lt;br /&gt;
HumanDeath_Leg_02.wav&lt;br /&gt;
HumanDeath_Leg_03.wav&lt;br /&gt;
HumanDeath_LegLeft.wav&lt;br /&gt;
HumanDeath_LegRight.wav&lt;br /&gt;
Jump_01.wav&lt;br /&gt;
Jump_02.wav&lt;br /&gt;
Jump_03.wav&lt;br /&gt;
Jump_04.wav&lt;br /&gt;
Jump_05.wav&lt;br /&gt;
Jump_06.wav&lt;br /&gt;
JumpHurt_01.wav&lt;br /&gt;
JumpHurt_02.wav&lt;br /&gt;
JumpLand_01.wav&lt;br /&gt;
JumpLand_02.wav&lt;br /&gt;
JumpLand_03.wav&lt;br /&gt;
JumpLand_04.wav&lt;br /&gt;
JumpLand_05.wav&lt;br /&gt;
JumpLand_06.wav&lt;br /&gt;
JumpLand_07.wav&lt;br /&gt;
L2S2_Prisoner_Foley.wav&lt;br /&gt;
Medic_Death.wav&lt;br /&gt;
Medic_Heal.wav&lt;br /&gt;
Medic_Idle.wav&lt;br /&gt;
Miner_Beats_Guard.wav&lt;br /&gt;
Player_Die_01.wav&lt;br /&gt;
Player_Die_02.wav&lt;br /&gt;
Player_Die_03.wav&lt;br /&gt;
Player_Die_04.wav&lt;br /&gt;
Player_Die_05.wav&lt;br /&gt;
Player_Die_06.wav&lt;br /&gt;
Player_Lgpain_01.wav&lt;br /&gt;
Player_Lgpain_02.wav&lt;br /&gt;
Player_Lgpain_03.wav&lt;br /&gt;
Player_Lgpain_04.wav&lt;br /&gt;
Player_Smpain_01.wav&lt;br /&gt;
Player_Smpain_02.wav&lt;br /&gt;
Player_Smpain_03.wav&lt;br /&gt;
Player_Smpain_04.wav&lt;br /&gt;
rshield_impact_01.wav&lt;br /&gt;
rshield_impact_02.wav&lt;br /&gt;
rshield_impact_03.wav&lt;br /&gt;
rshield_impact_04.wav&lt;br /&gt;
Splash_In.wav&lt;br /&gt;
Splash_out.wav&lt;br /&gt;
Squash_01.wav&lt;br /&gt;
Squash_02.wav&lt;br /&gt;
Squash_03.wav&lt;br /&gt;
Squash_04.wav&lt;br /&gt;
Startle_01.wav&lt;br /&gt;
Startle_02.wav&lt;br /&gt;
Swim_01.wav&lt;br /&gt;
Swim_Left.wav&lt;br /&gt;
Swim_Right.wav&lt;br /&gt;
Tech_Death.wav&lt;br /&gt;
tech_death_spin_l.wav&lt;br /&gt;
tech_death_spin_r.wav&lt;br /&gt;
tech_idle.wav&lt;br /&gt;
ult3_idle_handstretch.wav&lt;br /&gt;
ult3_idle_legscratch.wav&lt;br /&gt;
ult3_idle_radarlook.wav&lt;br /&gt;
ult3_idle_reload.wav&lt;br /&gt;
Ultor_Draw.wav&lt;br /&gt;
Ultor_Idle_hithead.wav&lt;br /&gt;
Ultor_Idle_look.wav&lt;br /&gt;
Ultor_Reload.wav&lt;br /&gt;
Underwater_01.wav&lt;br /&gt;
Underwater_02.wav&lt;br /&gt;
Walk_BrokenGlass_01.wav&lt;br /&gt;
Walk_BrokenGlass_02.wav&lt;br /&gt;
Walk_BrokenGlass_03.wav&lt;br /&gt;
Walk_BrokenGlass_04.wav&lt;br /&gt;
Walk_BrokenGlass_05.wav&lt;br /&gt;
Walk_BrokenGlass_06.wav&lt;br /&gt;
Walk_Glass_01.wav&lt;br /&gt;
Walk_Glass_02.wav&lt;br /&gt;
Walk_Glass_03.wav&lt;br /&gt;
Walk_Glass_04.wav&lt;br /&gt;
Walk_Glass_05.wav&lt;br /&gt;
Walk_Glass_06.wav&lt;br /&gt;
Walk_Gravel_01.wav&lt;br /&gt;
Walk_Gravel_02.wav&lt;br /&gt;
Walk_Gravel_03.wav&lt;br /&gt;
Walk_Gravel_04.wav&lt;br /&gt;
Walk_Gravel_05.wav&lt;br /&gt;
Walk_Gravel_06.wav&lt;br /&gt;
Walk_Ice_01.wav&lt;br /&gt;
Walk_Ice_02.wav&lt;br /&gt;
Walk_Ice_03.wav&lt;br /&gt;
Walk_Ice_04.wav&lt;br /&gt;
Walk_Ice_05.wav&lt;br /&gt;
Walk_Ice_06.wav&lt;br /&gt;
Walk_Metal_01.wav&lt;br /&gt;
Walk_Metal_02.wav&lt;br /&gt;
Walk_Metal_03.wav&lt;br /&gt;
Walk_Metal_04.wav&lt;br /&gt;
Walk_Metal_05.wav&lt;br /&gt;
Walk_Metal_06.wav&lt;br /&gt;
Walk_Solid_01.wav&lt;br /&gt;
Walk_Solid_02.wav&lt;br /&gt;
Walk_Solid_03.wav&lt;br /&gt;
Walk_Solid_04.wav&lt;br /&gt;
Walk_Solid_05.wav&lt;br /&gt;
Walk_Solid_06.wav&lt;br /&gt;
Walk_Water_01.wav&lt;br /&gt;
Walk_Water_02.wav&lt;br /&gt;
Walk_Water_03.wav&lt;br /&gt;
Walk_Water_04.wav&lt;br /&gt;
&lt;br /&gt;
== Foley 2 ==&lt;br /&gt;
Alarm_01.wav&lt;br /&gt;
Alarm_02.wav&lt;br /&gt;
Alarm_03.wav&lt;br /&gt;
Alarm_04.wav&lt;br /&gt;
Alarm_05.wav&lt;br /&gt;
Alarm_loop.wav&lt;br /&gt;
Arc_01.wav&lt;br /&gt;
Arc_02.wav&lt;br /&gt;
Beep_01.wav&lt;br /&gt;
Bubbles_01.wav&lt;br /&gt;
Bubbles_02.wav&lt;br /&gt;
Burning_01.wav&lt;br /&gt;
Burning_02.wav&lt;br /&gt;
Burning_03.wav&lt;br /&gt;
Cart_End.wav&lt;br /&gt;
Cart_Loop.wav&lt;br /&gt;
Cart_Start.wav&lt;br /&gt;
Cave-in_01.wav&lt;br /&gt;
Cave-in_02.wav&lt;br /&gt;
Cave-in_03.wav&lt;br /&gt;
Console_Large_01.wav&lt;br /&gt;
Console_Large_02.wav&lt;br /&gt;
Console_Large_03.wav&lt;br /&gt;
Console_Small_01.wav&lt;br /&gt;
Console_Small_02.wav&lt;br /&gt;
Console_Small_03.wav&lt;br /&gt;
Crank_Turn.wav&lt;br /&gt;
Crate_close_01.wav&lt;br /&gt;
Crate_close_02.wav&lt;br /&gt;
Crate_open_01.wav&lt;br /&gt;
Crate_open_02.wav&lt;br /&gt;
crush_01.wav&lt;br /&gt;
crush_02.wav&lt;br /&gt;
crusher_01.wav&lt;br /&gt;
crusher_02.wav&lt;br /&gt;
crusher_03.wav&lt;br /&gt;
debris_01.wav&lt;br /&gt;
debris_02.wav&lt;br /&gt;
debris_03.wav&lt;br /&gt;
debris_04.wav&lt;br /&gt;
debris_05.wav&lt;br /&gt;
debris_06.wav&lt;br /&gt;
debris_07.wav&lt;br /&gt;
debris_08.wav&lt;br /&gt;
DirtFall.wav&lt;br /&gt;
Door_Malfunction.wav&lt;br /&gt;
DoorClose_01.wav&lt;br /&gt;
DoorClose_02.wav&lt;br /&gt;
DoorClose_03.wav&lt;br /&gt;
DoorClose_04.wav&lt;br /&gt;
DoorClose_05.wav&lt;br /&gt;
DoorClose_06.wav&lt;br /&gt;
DoorEnd_01.wav&lt;br /&gt;
DoorEnd_02.wav&lt;br /&gt;
DoorEnd_03.wav&lt;br /&gt;
DoorEnd_04.wav&lt;br /&gt;
DoorEnd_05.wav&lt;br /&gt;
DoorEnd_06.wav&lt;br /&gt;
DoorEnd_07.wav&lt;br /&gt;
DoorEnd_08.wav&lt;br /&gt;
DoorEnd_09.wav&lt;br /&gt;
DoorEnd_10.wav&lt;br /&gt;
DoorLoop_01.wav&lt;br /&gt;
DoorLoop_05.wav&lt;br /&gt;
DoorLoop_08.wav&lt;br /&gt;
DoorLoop_09.wav&lt;br /&gt;
DoorLoop_10.wav&lt;br /&gt;
DoorOpen_01.wav&lt;br /&gt;
DoorOpen_02.wav&lt;br /&gt;
DoorOpen_03.wav&lt;br /&gt;
DoorOpen_04.wav&lt;br /&gt;
DoorOpen_05.wav&lt;br /&gt;
DoorOpen_06.wav&lt;br /&gt;
DoorOpen_07.wav&lt;br /&gt;
DoorOpen_08.wav&lt;br /&gt;
DoorOpen_09.wav&lt;br /&gt;
DoorOpen_10.wav&lt;br /&gt;
Drips_01.wav&lt;br /&gt;
Drips_02.wav&lt;br /&gt;
DrumBoom_01.wav&lt;br /&gt;
Electric_Arc_01.wav&lt;br /&gt;
Electric_Arc_02.wav&lt;br /&gt;
Elevator_Chime_01.wav&lt;br /&gt;
Elevator_Chime_02.wav&lt;br /&gt;
Energy.wav&lt;br /&gt;
Energy_01.wav&lt;br /&gt;
Energy_02.wav&lt;br /&gt;
Fan_01.wav&lt;br /&gt;
Fan_02.wav&lt;br /&gt;
Fan_03.wav&lt;br /&gt;
Gate_Close.wav&lt;br /&gt;
Gate_End.wav&lt;br /&gt;
Gate_Large_Close.wav&lt;br /&gt;
Gate_Large_Open.wav&lt;br /&gt;
Gate_Large_Squeak.wav&lt;br /&gt;
Gate_Loop_01.wav&lt;br /&gt;
Gate_Open.wav&lt;br /&gt;
Gen_Loop.wav&lt;br /&gt;
Gen_off.wav&lt;br /&gt;
Gen_On.wav&lt;br /&gt;
Generator_01.wav&lt;br /&gt;
Generator_02.wav&lt;br /&gt;
Generator_03.wav&lt;br /&gt;
Geodebris_01.wav&lt;br /&gt;
Geodebris_02.wav&lt;br /&gt;
Geodebris_03.wav&lt;br /&gt;
Geodebris_04.wav&lt;br /&gt;
Geodebris_05.wav&lt;br /&gt;
Geodebris_06.wav&lt;br /&gt;
Geomod_01.wav&lt;br /&gt;
Geomod_02.wav&lt;br /&gt;
Geomod_03.wav&lt;br /&gt;
Geomod_04.wav&lt;br /&gt;
Geomod_05.wav&lt;br /&gt;
Geomod_06.wav&lt;br /&gt;
Geomod_07.wav&lt;br /&gt;
Geomod_08.wav&lt;br /&gt;
Geomod_09.wav&lt;br /&gt;
Geomod_10.wav&lt;br /&gt;
Geomod_11.wav&lt;br /&gt;
Geomod_12.wav&lt;br /&gt;
Geomod_13.wav&lt;br /&gt;
Glass_Break_01.wav&lt;br /&gt;
Glass_Break_02.wav&lt;br /&gt;
Glass_Break_03.wav&lt;br /&gt;
Glass_Drop_01.wav&lt;br /&gt;
Glass_Drop_02.wav&lt;br /&gt;
Glass_Drop_03.wav&lt;br /&gt;
Glass_Drop_04.wav&lt;br /&gt;
Glass_Drop_05.wav&lt;br /&gt;
Glass_Drop_06.wav&lt;br /&gt;
Glass_Smash_01.wav&lt;br /&gt;
Glass_Smash_02.wav&lt;br /&gt;
Glass_Smash_03.wav&lt;br /&gt;
Glass_Smash_04.wav&lt;br /&gt;
Gren_Bounce_01.wav&lt;br /&gt;
Gren_Bounce_02.wav&lt;br /&gt;
Gren_Bounce_03.wav&lt;br /&gt;
Gren_Bounce_04.wav&lt;br /&gt;
Gun_Hit_Glass.wav&lt;br /&gt;
HatchClose_01.wav&lt;br /&gt;
HatchOpen_01.wav&lt;br /&gt;
Ice_Break_01.wav&lt;br /&gt;
Ice_Break_02.wav&lt;br /&gt;
Ice_Break_03.wav&lt;br /&gt;
Jolt_01.wav&lt;br /&gt;
Jolt_02.wav&lt;br /&gt;
Jolt_03.wav&lt;br /&gt;
Jolt_04.wav&lt;br /&gt;
Jolt_05.wav&lt;br /&gt;
LavaBurn_01.wav&lt;br /&gt;
Lift_Animation.wav&lt;br /&gt;
Lift_Hit_Ground.wav&lt;br /&gt;
Lift_Loop.wav&lt;br /&gt;
Lift_Loop_01.wav&lt;br /&gt;
Lift_Loop_02.wav&lt;br /&gt;
Lift_Loop_03.wav&lt;br /&gt;
Lift_Loop_04.wav&lt;br /&gt;
Lift_Loop_05.wav&lt;br /&gt;
Lift_Start.wav&lt;br /&gt;
Lift_Start_01.wav&lt;br /&gt;
Lift_Start_02.wav&lt;br /&gt;
Lift_Start_03.wav&lt;br /&gt;
Lift_Start_04.wav&lt;br /&gt;
Lift_Start_05.wav&lt;br /&gt;
Lift_Stop.wav&lt;br /&gt;
Lift_Stop_01.wav&lt;br /&gt;
Lift_Stop_02.wav&lt;br /&gt;
Lift_Stop_03.wav&lt;br /&gt;
Lift_Stop_04.wav&lt;br /&gt;
Lift_Stop_05.wav&lt;br /&gt;
Locker_Close_01.wav&lt;br /&gt;
Locker_Close_01a.wav&lt;br /&gt;
Locker_Close_02.wav&lt;br /&gt;
Locker_Open_01.wav&lt;br /&gt;
Locker_Open_02.wav&lt;br /&gt;
Metal_Creak_01.wav&lt;br /&gt;
Metal_Creak_02.wav&lt;br /&gt;
Metal_Creak_03.wav&lt;br /&gt;
Monitor_Break_01.wav&lt;br /&gt;
Monitor_Break_02.wav&lt;br /&gt;
Monitor_Break_03.wav&lt;br /&gt;
Monitor_Break_04.wav&lt;br /&gt;
Pressure.wav&lt;br /&gt;
Quake_03.wav&lt;br /&gt;
Rattle_01.wav&lt;br /&gt;
Rattle_02.wav&lt;br /&gt;
Rattle_03.wav&lt;br /&gt;
Rattle_04.wav&lt;br /&gt;
reactor_blast.wav&lt;br /&gt;
reactor_breakup.wav&lt;br /&gt;
rockfall.wav&lt;br /&gt;
Rumble_01.wav&lt;br /&gt;
Shield.wav&lt;br /&gt;
Shield_Off.wav&lt;br /&gt;
Shield_On.wav&lt;br /&gt;
ShieldHit_01.wav&lt;br /&gt;
ShieldHit_02.wav&lt;br /&gt;
ShieldHit_03.wav&lt;br /&gt;
Ship_animation.wav&lt;br /&gt;
Slide_Open.wav&lt;br /&gt;
Slide_Shut.wav&lt;br /&gt;
Solid_Break_01.wav&lt;br /&gt;
Solid_Break_02.wav&lt;br /&gt;
Solid_Break_03.wav&lt;br /&gt;
Steam_01.wav&lt;br /&gt;
Steam_02.wav&lt;br /&gt;
Steam_03.wav&lt;br /&gt;
Steam_04.wav&lt;br /&gt;
Steam_05.wav&lt;br /&gt;
Sub_Crane_01.wav&lt;br /&gt;
Sub_Drop_01.wav&lt;br /&gt;
Switch_01.wav&lt;br /&gt;
Switch_02.wav&lt;br /&gt;
Switch_03.wav&lt;br /&gt;
Switch_04.wav&lt;br /&gt;
Switch_05.wav&lt;br /&gt;
tick.wav&lt;br /&gt;
use_Book_01.wav&lt;br /&gt;
use_Book_02.wav&lt;br /&gt;
use_coffee_maker.wav&lt;br /&gt;
use_Drinking_Fountain_01.wav&lt;br /&gt;
use_Drinking_Fountain_02.wav&lt;br /&gt;
use_Magazine_01.wav&lt;br /&gt;
use_Magazine_02.wav&lt;br /&gt;
use_Microwave_Large.wav&lt;br /&gt;
use_Microwave_Small.wav&lt;br /&gt;
use_Sink_01.wav&lt;br /&gt;
use_Sink_02.wav&lt;br /&gt;
use_Toilet_01.wav&lt;br /&gt;
use_Toilet_02.wav&lt;br /&gt;
use_Urinal_01.wav&lt;br /&gt;
use_Urinal_02.wav&lt;br /&gt;
use_Water_Cooler_01.wav&lt;br /&gt;
use_Water_Cooler_02.wav&lt;br /&gt;
Vent_Open.wav&lt;br /&gt;
Water_Fall_01.wav&lt;br /&gt;
Water_Fall_02.wav&lt;br /&gt;
Water_Hit_01.wav&lt;br /&gt;
Water_Hit_02.wav&lt;br /&gt;
Water_Hit_03.wav&lt;br /&gt;
Water_Hit_04.wav&lt;br /&gt;
weap_disp_off.wav&lt;br /&gt;
weap_disp_on.wav&lt;br /&gt;
weap_disp_scroll.wav&lt;br /&gt;
weap_disp_sel.wav&lt;br /&gt;
Wood_Break_01.wav&lt;br /&gt;
Wood_Break_02.wav&lt;br /&gt;
Wood_Break_03.wav&lt;br /&gt;
Wood_Break_04.wav&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
Beep01.wav&lt;br /&gt;
Beep02.wav&lt;br /&gt;
Beep03.wav&lt;br /&gt;
Beep04.wav&lt;br /&gt;
Beep05.wav&lt;br /&gt;
Beep06.wav&lt;br /&gt;
Bomb_Beep_Disarm.wav&lt;br /&gt;
Bomb_Door.wav&lt;br /&gt;
Bomb_Select_Negative.wav&lt;br /&gt;
Bomb_Select_Positive.wav&lt;br /&gt;
Bomb_Sym_Highlight.wav&lt;br /&gt;
Bomb_Tick.wav&lt;br /&gt;
Break_01.wav&lt;br /&gt;
checkbox_off.wav&lt;br /&gt;
checkbox_on.wav&lt;br /&gt;
damage_pickup.wav&lt;br /&gt;
damage_shoot.wav&lt;br /&gt;
envsuit_pickup.wav&lt;br /&gt;
Flag_Capture.wav&lt;br /&gt;
Flag_Pickup.wav&lt;br /&gt;
Flag_Respawn.wav&lt;br /&gt;
Flag_Return.wav&lt;br /&gt;
Flag_Steal.wav&lt;br /&gt;
Headlight_Off.wav&lt;br /&gt;
Headlight_On.wav&lt;br /&gt;
hud_weap_off.wav&lt;br /&gt;
hud_weap_on.wav&lt;br /&gt;
hud_weap_scroll.wav&lt;br /&gt;
hud_weap_select.wav&lt;br /&gt;
JumpPad.wav&lt;br /&gt;
menu_highlight.wav&lt;br /&gt;
menu_select.wav&lt;br /&gt;
MMenu_Return_01.wav&lt;br /&gt;
MMenu_Scroll_01.wav&lt;br /&gt;
MMenu_Select_01.wav&lt;br /&gt;
MMenu_Sweep_01.wav&lt;br /&gt;
MMenu_Sweep_02.wav&lt;br /&gt;
Negative_Beep.wav&lt;br /&gt;
panel_button_click.wav&lt;br /&gt;
panel_highlight.wav&lt;br /&gt;
panel_scroll_down.wav&lt;br /&gt;
panel_scroll_up.wav&lt;br /&gt;
player_respawn.wav&lt;br /&gt;
Positive_Beep.wav&lt;br /&gt;
powerup_gone.wav&lt;br /&gt;
powerup_pickup.wav&lt;br /&gt;
powerup_respawn.wav&lt;br /&gt;
shield_pickup.wav&lt;br /&gt;
shield_shot.wav&lt;br /&gt;
SMenu_Scroll_Down.wav&lt;br /&gt;
SMenu_Scroll_Up.wav&lt;br /&gt;
SMenu_Select_01.wav&lt;br /&gt;
sweep_in.wav&lt;br /&gt;
sweep_out.wav&lt;br /&gt;
weapon_pickup.wav&lt;br /&gt;
&lt;br /&gt;
== Impact ==&lt;br /&gt;
Death_hit1.wav&lt;br /&gt;
Default_Impact1.wav&lt;br /&gt;
Hit_Flesh_01.wav&lt;br /&gt;
Hit_Flesh_02.wav&lt;br /&gt;
Hit_Flesh_03.wav&lt;br /&gt;
Hit_Metal.wav&lt;br /&gt;
Human_hit_Rock1.wav&lt;br /&gt;
Human_hit_Rock2.wav&lt;br /&gt;
Human_hit_Rock3.wav&lt;br /&gt;
Ice_Hit_Ice1.wav&lt;br /&gt;
Ice_Hit_Ice2.wav&lt;br /&gt;
Ice_Hit_Ice3.wav&lt;br /&gt;
Impact_Flesh_01.wav&lt;br /&gt;
Impact_Flesh_02.wav&lt;br /&gt;
Impact_Flesh_03.wav&lt;br /&gt;
Impact_Flesh_04.wav&lt;br /&gt;
Impact_Flesh_05.wav&lt;br /&gt;
Impact_Flesh_06.wav&lt;br /&gt;
Impact_Flesh_07.wav&lt;br /&gt;
Impact_Flesh_08.wav&lt;br /&gt;
Metal_hit_Metal1.wav&lt;br /&gt;
Metal_hit_Metal2.wav&lt;br /&gt;
Metal_hit_Metal3.wav&lt;br /&gt;
Metal_Hit_Rock1.wav&lt;br /&gt;
Metal_Hit_Rock2.wav&lt;br /&gt;
Metal_Hit_Rock3.wav&lt;br /&gt;
Rock_hit_Rock1.wav&lt;br /&gt;
Rock_hit_Rock2.wav&lt;br /&gt;
Rock_hit_Rock3.wav&lt;br /&gt;
Rock_Slide_Rock1.wav&lt;br /&gt;
Rock_Slide_Rock2.wav&lt;br /&gt;
Rock_Slide_Rock3.wav&lt;br /&gt;
&lt;br /&gt;
== Vehicle ==&lt;br /&gt;
APC_Idle.wav&lt;br /&gt;
APC_Rev_Back.wav&lt;br /&gt;
APC_Rev_Forward.wav&lt;br /&gt;
APC_Slide_01.wav&lt;br /&gt;
APC_Slide_02.wav&lt;br /&gt;
APC_Treads_01.wav&lt;br /&gt;
Drill_down.wav&lt;br /&gt;
Drill_grind.wav&lt;br /&gt;
Drill_loop.wav&lt;br /&gt;
Drill_up.wav&lt;br /&gt;
Driller_Hit_Fence_01.wav&lt;br /&gt;
Driller_Hit_Fence_02.wav&lt;br /&gt;
Driller_Idle.wav&lt;br /&gt;
Driller_Rev_Back.wav&lt;br /&gt;
Driller_Rev_Forward.wav&lt;br /&gt;
Driller_Treads_01.wav&lt;br /&gt;
Fighter_idle.wav&lt;br /&gt;
Fighter_move.wav&lt;br /&gt;
Fighter_rev_back.wav&lt;br /&gt;
Fighter_rev_forward.wav&lt;br /&gt;
Hatch_Close.wav&lt;br /&gt;
Hatch_Open.wav&lt;br /&gt;
Jeep_Brake.wav&lt;br /&gt;
Jeep_Hit_01.wav&lt;br /&gt;
Jeep_Hit_02.wav&lt;br /&gt;
Jeep_Hit_03.wav&lt;br /&gt;
Jeep_Hit_04.wav&lt;br /&gt;
Jeep_Idle.wav&lt;br /&gt;
Jeep_Move.wav&lt;br /&gt;
Jeep_Race.wav&lt;br /&gt;
Jeep_Rev_Backward.wav&lt;br /&gt;
Jeep_Rev_Forward.wav&lt;br /&gt;
Sub_Die.wav&lt;br /&gt;
Sub_Hit_01.wav&lt;br /&gt;
Sub_Hit_02.wav&lt;br /&gt;
Sub_Hit_03.wav&lt;br /&gt;
Sub_Hit_04.wav&lt;br /&gt;
Sub_Horn_01.wav&lt;br /&gt;
Sub_Loop.wav&lt;br /&gt;
Sub_Move.wav&lt;br /&gt;
Sub_Rev_Back.wav&lt;br /&gt;
Sub_Rev_Forward.wav&lt;br /&gt;
Sub_Scrape_01.wav&lt;br /&gt;
Sub_Sonar.wav&lt;br /&gt;
Sub_Stop.wav&lt;br /&gt;
Train_Flyby.wav&lt;br /&gt;
Tram_Loop.wav&lt;br /&gt;
Tram_Start.wav&lt;br /&gt;
Tram_Stop.wav&lt;br /&gt;
Vehicle_01.wav&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
ADMF_ALERT_01.wav&lt;br /&gt;
ADMF_ALERT_02.wav&lt;br /&gt;
ADMF_ALERT_03.wav&lt;br /&gt;
ADMF_ALERT_04.wav&lt;br /&gt;
ADMF_ALERT_05.wav&lt;br /&gt;
ADMF_COWER_01.wav&lt;br /&gt;
ADMF_COWER_02.wav&lt;br /&gt;
ADMF_COWER_03.wav&lt;br /&gt;
ADMF_COWER_04.wav&lt;br /&gt;
ADMF_COWER_05.wav&lt;br /&gt;
ADMF_Lgpain_01.wav&lt;br /&gt;
ADMF_Lgpain_02.wav&lt;br /&gt;
ADMF_Lgpain_03.wav&lt;br /&gt;
ADMF_Lgpain_04.wav&lt;br /&gt;
ADMF_Lgpain_05.wav&lt;br /&gt;
ADMF_PANIC_01.wav&lt;br /&gt;
ADMF_PANIC_02.wav&lt;br /&gt;
ADMF_PANIC_03.wav&lt;br /&gt;
ADMF_PANIC_04.wav&lt;br /&gt;
ADMF_PANIC_05.wav&lt;br /&gt;
ADMF_Smpain_01.wav&lt;br /&gt;
ADMF_Smpain_02.wav&lt;br /&gt;
ADMF_Smpain_03.wav&lt;br /&gt;
ADMF_Smpain_04.wav&lt;br /&gt;
ADMF_Smpain_05.wav&lt;br /&gt;
ADMF_TIMEO_01.wav&lt;br /&gt;
ADMF_TIMEO_02.wav&lt;br /&gt;
ADMF_TIMEO_03.wav&lt;br /&gt;
ADMF_TIMEO_04.wav&lt;br /&gt;
ADMF_TIMEO_05.wav&lt;br /&gt;
ADMF_ULERT_01.wav&lt;br /&gt;
ADMF_ULERT_02.wav&lt;br /&gt;
ADMF_ULERT_03.wav&lt;br /&gt;
ADMF_ULERT_04.wav&lt;br /&gt;
ADMF_USE_01.wav&lt;br /&gt;
ADMF_USE_02.wav&lt;br /&gt;
ADMF_USE_03.wav&lt;br /&gt;
ADMF_USE_04.wav&lt;br /&gt;
ADMF_USE_05.wav&lt;br /&gt;
ADMM_ALERT_01.wav&lt;br /&gt;
ADMM_ALERT_02.wav&lt;br /&gt;
ADMM_ALERT_03.wav&lt;br /&gt;
ADMM_ALERT_04.wav&lt;br /&gt;
ADMM_ALERT_05.wav&lt;br /&gt;
ADMM_ALERT_06.wav&lt;br /&gt;
ADMM_ALERT_07.wav&lt;br /&gt;
ADMM_COWER_01.wav&lt;br /&gt;
ADMM_COWER_02.wav&lt;br /&gt;
ADMM_COWER_03.wav&lt;br /&gt;
ADMM_COWER_04.wav&lt;br /&gt;
ADMM_COWER_05.wav&lt;br /&gt;
ADMM_COWER_06.wav&lt;br /&gt;
ADMM_Lgpain_01.wav&lt;br /&gt;
ADMM_Lgpain_02.wav&lt;br /&gt;
ADMM_Lgpain_03.wav&lt;br /&gt;
ADMM_Lgpain_04.wav&lt;br /&gt;
ADMM_Lgpain_05.wav&lt;br /&gt;
ADMM_Panic_01.wav&lt;br /&gt;
ADMM_PANIC_02.wav&lt;br /&gt;
ADMM_PANIC_03.wav&lt;br /&gt;
ADMM_PANIC_04.wav&lt;br /&gt;
ADMM_PANIC_05.wav&lt;br /&gt;
ADMM_Smpain_01.wav&lt;br /&gt;
ADMM_Smpain_02.wav&lt;br /&gt;
ADMM_Smpain_03.wav&lt;br /&gt;
ADMM_Smpain_04.wav&lt;br /&gt;
ADMM_Smpain_05.wav&lt;br /&gt;
ADMM_TIMEO_01.wav&lt;br /&gt;
ADMM_TIMEO_02.wav&lt;br /&gt;
ADMM_TIMEO_03.wav&lt;br /&gt;
ADMM_TIMEO_04.wav&lt;br /&gt;
ADMM_TIMEO_05.wav&lt;br /&gt;
ADMM_ULERT_01.wav&lt;br /&gt;
ADMM_ULERT_02.wav&lt;br /&gt;
ADMM_ULERT_03.wav&lt;br /&gt;
ADMM_ULERT_04.wav&lt;br /&gt;
ADMM_ULERT_05.wav&lt;br /&gt;
ADMM_USE_01.wav&lt;br /&gt;
ADMM_USE_02.wav&lt;br /&gt;
ADMM_USE_03.wav&lt;br /&gt;
ADMM_USE_04.wav&lt;br /&gt;
ADMM_USE_05.wav&lt;br /&gt;
Capk_Lgpain_01.wav&lt;br /&gt;
Capk_Lgpain_02.wav&lt;br /&gt;
Capk_Lgpain_03.wav&lt;br /&gt;
Capk_Lgpain_04.wav&lt;br /&gt;
Capk_Smpain_01.wav&lt;br /&gt;
Capk_Smpain_02.wav&lt;br /&gt;
Capk_Smpain_03.wav&lt;br /&gt;
Capk_Smpain_04.wav&lt;br /&gt;
cue_voice.wav&lt;br /&gt;
end_voice.wav&lt;br /&gt;
EOS_Lgmpain_01.wav&lt;br /&gt;
EOS_Lgmpain_02.wav&lt;br /&gt;
EOS_Smpain_01.wav&lt;br /&gt;
EOS_Smpain_02.wav&lt;br /&gt;
Gen_Eos_Hum_01.wav&lt;br /&gt;
Gen_Eos_Hum_02.wav&lt;br /&gt;
Gen_Grd_Hum_01.wav&lt;br /&gt;
Gen_Grd_Hum_02.wav&lt;br /&gt;
GEN_HEN_01.wav&lt;br /&gt;
Gen_Hen_Hum_01.wav&lt;br /&gt;
Gen_Hen_Hum_02.wav&lt;br /&gt;
Gen_Idle_Hum_01.wav&lt;br /&gt;
Gen_Idle_Hum_02.wav&lt;br /&gt;
GRD_ALERT_01.wav&lt;br /&gt;
GRD_ALERT_02.wav&lt;br /&gt;
GRD_ALERT_03.wav&lt;br /&gt;
GRD_ALERT_04.wav&lt;br /&gt;
GRD_ALERT_05.wav&lt;br /&gt;
GRD_ALERT_06.wav&lt;br /&gt;
GRD_ALERT_07.wav&lt;br /&gt;
GRD_ALERT_08.wav&lt;br /&gt;
GRD_ALERT_09.wav&lt;br /&gt;
GRD_ALERT_10.wav&lt;br /&gt;
GRD_BATT1_01.wav&lt;br /&gt;
GRD_BATT1_02.wav&lt;br /&gt;
GRD_BATT1_03.wav&lt;br /&gt;
GRD_BATT1_04.wav&lt;br /&gt;
GRD_BATT1_05.wav&lt;br /&gt;
GRD_BATT1_06.wav&lt;br /&gt;
GRD_BATT1_07.wav&lt;br /&gt;
GRD_BATT1_08.wav&lt;br /&gt;
GRD_BATT1_09.wav&lt;br /&gt;
GRD_BATT2_01.wav&lt;br /&gt;
GRD_BATT2_02.wav&lt;br /&gt;
GRD_BATT2_03.wav&lt;br /&gt;
GRD_BATT2_04.wav&lt;br /&gt;
GRD_BATT2_05.wav&lt;br /&gt;
GRD_BATT2_06.wav&lt;br /&gt;
GRD_BATT2_07.wav&lt;br /&gt;
GRD_BATT2_08.wav&lt;br /&gt;
GRD_BATT2_09.wav&lt;br /&gt;
GRD_BATT2_10.wav&lt;br /&gt;
GRD_COWER_01.wav&lt;br /&gt;
GRD_COWER_02.wav&lt;br /&gt;
GRD_COWER_03.wav&lt;br /&gt;
GRD_COWER_04.wav&lt;br /&gt;
GRD_COWER_05.wav&lt;br /&gt;
GRD_COWER_06.wav&lt;br /&gt;
GRD_COWER_07.wav&lt;br /&gt;
GRD_COWER_08.wav&lt;br /&gt;
GRD_COWER_09.wav&lt;br /&gt;
GRD_COWER_10.wav&lt;br /&gt;
GRD_Lgpain_01.wav&lt;br /&gt;
GRD_Lgpain_02.wav&lt;br /&gt;
GRD_Lgpain_03.wav&lt;br /&gt;
GRD_Lgpain_04.wav&lt;br /&gt;
GRD_Lgpain_05.wav&lt;br /&gt;
GRD_PANIC_01.wav&lt;br /&gt;
GRD_PANIC_02.wav&lt;br /&gt;
GRD_PANIC_03.wav&lt;br /&gt;
GRD_PANIC_04.wav&lt;br /&gt;
GRD_PANIC_05.wav&lt;br /&gt;
GRD_Smpain_01.wav&lt;br /&gt;
GRD_Smpain_02.wav&lt;br /&gt;
GRD_Smpain_03.wav&lt;br /&gt;
GRD_Smpain_04.wav&lt;br /&gt;
GRD_Smpain_05.wav&lt;br /&gt;
GRD_ULERT_01.wav&lt;br /&gt;
GRD_ULERT_02.wav&lt;br /&gt;
GRD_ULERT_03.wav&lt;br /&gt;
GRD_ULERT_04.wav&lt;br /&gt;
GRD_ULERT_05.wav&lt;br /&gt;
GRDC_ALERT_01.wav&lt;br /&gt;
GRDC_ALERT_02.wav&lt;br /&gt;
GRDC_ALERT_03.wav&lt;br /&gt;
GRDC_ALERT_04.wav&lt;br /&gt;
GRDC_ALERT_05.wav&lt;br /&gt;
GRDC_ALERT_06.wav&lt;br /&gt;
GRDC_ALERT_07.wav&lt;br /&gt;
GRDC_ALERT_08.wav&lt;br /&gt;
GRDC_ALERT_09.wav&lt;br /&gt;
GRDC_BATT1_01.wav&lt;br /&gt;
GRDC_BATT1_02.wav&lt;br /&gt;
GRDC_BATT1_03.wav&lt;br /&gt;
GRDC_BATT1_04.wav&lt;br /&gt;
GRDC_BATT1_05.wav&lt;br /&gt;
GRDC_BATT1_06.wav&lt;br /&gt;
GRDC_BATT1_07.wav&lt;br /&gt;
GRDC_BATT1_08.wav&lt;br /&gt;
GRDC_BATT1_09.wav&lt;br /&gt;
GRDC_BATT1_10.wav&lt;br /&gt;
GRDC_BATT2_01.wav&lt;br /&gt;
GRDC_BATT2_02.wav&lt;br /&gt;
GRDC_BATT2_03.wav&lt;br /&gt;
GRDC_BATT2_04.wav&lt;br /&gt;
GRDC_BATT2_05.wav&lt;br /&gt;
GRDC_BATT2_06.wav&lt;br /&gt;
GRDC_BATT2_07.wav&lt;br /&gt;
GRDC_BATT2_08.wav&lt;br /&gt;
GRDC_BATT2_09.wav&lt;br /&gt;
GRDC_BATT2_10.wav&lt;br /&gt;
GRDC_COWER_01.wav&lt;br /&gt;
GRDC_COWER_02.wav&lt;br /&gt;
GRDC_COWER_03.wav&lt;br /&gt;
GRDC_COWER_04.wav&lt;br /&gt;
GRDC_COWER_05.wav&lt;br /&gt;
GRDC_COWER_06.wav&lt;br /&gt;
GRDC_COWER_07.wav&lt;br /&gt;
GRDC_COWER_09.wav&lt;br /&gt;
GRDC_COWER_10.wav&lt;br /&gt;
GRDC_Lgpain_01.wav&lt;br /&gt;
GRDC_Lgpain_02.wav&lt;br /&gt;
GRDC_Lgpain_03.wav&lt;br /&gt;
GRDC_Lgpain_04.wav&lt;br /&gt;
GRDC_Lgpain_05.wav&lt;br /&gt;
GRDC_PANIC_01.wav&lt;br /&gt;
GRDC_PANIC_02.wav&lt;br /&gt;
GRDC_PANIC_03.wav&lt;br /&gt;
GRDC_PANIC_04.wav&lt;br /&gt;
GRDC_PANIC_05.wav&lt;br /&gt;
GRDC_Smpain_01.wav&lt;br /&gt;
GRDC_Smpain_02.wav&lt;br /&gt;
GRDC_Smpain_03.wav&lt;br /&gt;
GRDC_Smpain_04.wav&lt;br /&gt;
GRDC_Smpain_05.wav&lt;br /&gt;
GRDC_ULERT_01.wav&lt;br /&gt;
GRDC_ULERT_02.wav&lt;br /&gt;
GRDC_ULERT_03.wav&lt;br /&gt;
GRDC_ULERT_05.wav&lt;br /&gt;
GRDC_ULERT_06.wav&lt;br /&gt;
HEN_Lgpain_01.wav&lt;br /&gt;
HEN_Lgpain_02.wav&lt;br /&gt;
Hen_Outtake_01.wav&lt;br /&gt;
Hen_Outtake_02.wav&lt;br /&gt;
HEN_Smpain_01.wav&lt;br /&gt;
HEN_Smpain_02.wav&lt;br /&gt;
L10S1_CAPK_01.wav&lt;br /&gt;
L10S1_CAPK_02.wav&lt;br /&gt;
L10S1_CAPK_03.wav&lt;br /&gt;
L10S1_CAPK_04.wav&lt;br /&gt;
L10S1_CAPK_05.wav&lt;br /&gt;
L10S1_CAPK_06.wav&lt;br /&gt;
L10S1_CAPK_07.wav&lt;br /&gt;
L10S2_CAPK_01.wav&lt;br /&gt;
L10S2_CAPK_02.wav&lt;br /&gt;
L10S2_CAPK_03.wav&lt;br /&gt;
L10S3_CAPK_01.wav&lt;br /&gt;
L10S3_HEN_01.wav&lt;br /&gt;
L10S3_HEN_02.wav&lt;br /&gt;
L10S3_HEN_03.wav&lt;br /&gt;
L10S3_HEN_04.wav&lt;br /&gt;
L10S4_CAPK_01.wav&lt;br /&gt;
L10S4_CAPK_02.wav&lt;br /&gt;
L10S4_CAPK_03.wav&lt;br /&gt;
L10S4_CAPK_04.wav&lt;br /&gt;
L10S4_CAPK_05.wav&lt;br /&gt;
L10S4_HEN_01.wav&lt;br /&gt;
L10S4_HEN_02.wav&lt;br /&gt;
L10S4_HEN_03.wav&lt;br /&gt;
L10S4_HEN_04.wav&lt;br /&gt;
L10S4_HEN_05.wav&lt;br /&gt;
L11S1_CAPK_01.wav&lt;br /&gt;
L11S1_CAPK_02.wav&lt;br /&gt;
L11S1_CAPK_03.wav&lt;br /&gt;
L11S1_GRD_01.wav&lt;br /&gt;
L11S1_GRD_02.wav&lt;br /&gt;
L11S1_GRD_03.wav&lt;br /&gt;
L11S1_GRD_04.wav&lt;br /&gt;
L11S1_GRDC_01.wav&lt;br /&gt;
L11S1_GRDC_02.wav&lt;br /&gt;
L11S1_SCI_01.wav&lt;br /&gt;
L11S1_SCI_02.wav&lt;br /&gt;
L11S2_CAPK_01.wav&lt;br /&gt;
L11S2_CAPK_02.wav&lt;br /&gt;
L11S2_CAPK_03.wav&lt;br /&gt;
L11S2_CAPK_04.wav&lt;br /&gt;
L11S2_CAPK_05.wav&lt;br /&gt;
L11S2_CAPK_06.wav&lt;br /&gt;
L11S2_DOC_01.wav&lt;br /&gt;
L11S2_HEN_01.wav&lt;br /&gt;
L11S2_HEN_02.wav&lt;br /&gt;
L11S2_HEN_03.wav&lt;br /&gt;
L11S2_HEN_04.wav&lt;br /&gt;
L11S2_MIN_01.wav&lt;br /&gt;
L11S2_SCI_01.WAV&lt;br /&gt;
L11S2_SCI_02.WAV&lt;br /&gt;
L11S2_SCI_03.wav&lt;br /&gt;
L11S3_CAPK_01.wav&lt;br /&gt;
L11S3_CAPK_02.wav&lt;br /&gt;
L11S3_CAPK_03.wav&lt;br /&gt;
L11S3_CAPK_04.wav&lt;br /&gt;
L11S3_CAPK_05.wav&lt;br /&gt;
L11S3_CAPK_06.wav&lt;br /&gt;
L11S3_CAPK_07.wav&lt;br /&gt;
L11S3_EOS_01.wav&lt;br /&gt;
L11S3_EOS_02.wav&lt;br /&gt;
L11S3_EOS_03.wav&lt;br /&gt;
L11S3_EOS_04.wav&lt;br /&gt;
L11S3_EOS_05.wav&lt;br /&gt;
L11S3_EOS_06.wav&lt;br /&gt;
L11S3_EOS_07.wav&lt;br /&gt;
L11S3_EOS_08.wav&lt;br /&gt;
L11S3_HEN_01.wav&lt;br /&gt;
L11S3_PAA_01.wav&lt;br /&gt;
L11S3_PAA_02.wav&lt;br /&gt;
L11S3_PAA_03.wav&lt;br /&gt;
L11S3_PAA_04.wav&lt;br /&gt;
L11S3_PAA_05.wav&lt;br /&gt;
L11S3_PAA_06.wav&lt;br /&gt;
L11S3_PAA_07.wav&lt;br /&gt;
L11S3_PAA_08.wav&lt;br /&gt;
L11S3_PAA_09.wav&lt;br /&gt;
L11S3_PAA_10.wav&lt;br /&gt;
L11S3_PAA_11.wav&lt;br /&gt;
L12S1_HEN_01.wav&lt;br /&gt;
L12S1_HEN_02.wav&lt;br /&gt;
L12S1_HEN_03.wav&lt;br /&gt;
L12S1_HEN_04.wav&lt;br /&gt;
L12S1_HEN_05.wav&lt;br /&gt;
L12S1_HEN_06.wav&lt;br /&gt;
L12S1_HEN_07.wav&lt;br /&gt;
L12S1_HEN_08.wav&lt;br /&gt;
L12S1_HEN_09.wav&lt;br /&gt;
L12S1_HEN_10.wav&lt;br /&gt;
L12S1_HEN_11.wav&lt;br /&gt;
L12S1_HEN_12.wav&lt;br /&gt;
L12S1_HEN_13.wav&lt;br /&gt;
L12S1_MIN_01.wav&lt;br /&gt;
L12S1_MIN_02.wav&lt;br /&gt;
L12S1_MIN_03.wav&lt;br /&gt;
L12S1_MIN_04.wav&lt;br /&gt;
L12S1_MIN_05.wav&lt;br /&gt;
L12S1_MIN_06.wav&lt;br /&gt;
L12S2_HEN_01.wav&lt;br /&gt;
L12S2_HEN_02.wav&lt;br /&gt;
L12S2_HEN_03.wav&lt;br /&gt;
L12S2_HEN_04.wav&lt;br /&gt;
L12S2_HEN_05.wav&lt;br /&gt;
L12S2_HEN_06.wav&lt;br /&gt;
L12S2_HEN_07.wav&lt;br /&gt;
L12S2_HEN_08.wav&lt;br /&gt;
L12S2_HEN_09.wav&lt;br /&gt;
L12S2_HEN_10.wav&lt;br /&gt;
L12S2_HEN_11.wav&lt;br /&gt;
L12S2_HEN_12.wav&lt;br /&gt;
L12S2_HEN_13.wav&lt;br /&gt;
L12S2_HEN_14.wav&lt;br /&gt;
L12S2_HEN_15.wav&lt;br /&gt;
L12S2_TECH_01.wav&lt;br /&gt;
L12S2_TECH_02.wav&lt;br /&gt;
L12S2_TECH_03.wav&lt;br /&gt;
L12S2_TECH_04.wav&lt;br /&gt;
L12S2_TECH_05.wav&lt;br /&gt;
L12S2_TECH_06.wav&lt;br /&gt;
L12S2_TECH_07.wav&lt;br /&gt;
L12S2_TECH_08.wav&lt;br /&gt;
L13S1_HEN_01.wav&lt;br /&gt;
L13S1_HEN_02.wav&lt;br /&gt;
L13S1_HEN_03.wav&lt;br /&gt;
L13S1_HEN_04.wav&lt;br /&gt;
L13S1_HEN_05.wav&lt;br /&gt;
L13S1_HEN_06.wav&lt;br /&gt;
L13S1_HEN_07.wav&lt;br /&gt;
L13S1_PAA_01.wav&lt;br /&gt;
L13S1_TECH_01.wav&lt;br /&gt;
L13S1_TECH_02.wav&lt;br /&gt;
L13S3_HEN_01.wav&lt;br /&gt;
L13S3_HEN_02.wav&lt;br /&gt;
L13S3_HEN_03.wav&lt;br /&gt;
L13S3_HEN_04.wav&lt;br /&gt;
L13S3_HEN_05.wav&lt;br /&gt;
L13S3_HEN_06.wav&lt;br /&gt;
L13S3_HEN_07.wav&lt;br /&gt;
L13S3_PAA_01.wav&lt;br /&gt;
L14S1_HEN_01.wav&lt;br /&gt;
L14S1_HEN_02.wav&lt;br /&gt;
L14S1_HEN_03.wav&lt;br /&gt;
L14S1_HEN_04.wav&lt;br /&gt;
L14S1_HEN_05.wav&lt;br /&gt;
L14S1_HEN_06.wav&lt;br /&gt;
L14S2_EOS_01.wav&lt;br /&gt;
L14S2_EOS_02.wav&lt;br /&gt;
L14S2_EOS_03.wav&lt;br /&gt;
L14S2_EOS_04.wav&lt;br /&gt;
L14S2_EOS_05.wav&lt;br /&gt;
L14S2_HEN_01.wav&lt;br /&gt;
L14S2_HEN_02.wav&lt;br /&gt;
L14S2_HEN_03.wav&lt;br /&gt;
L14S2_HEN_04.wav&lt;br /&gt;
L14S2_HEN_05.wav&lt;br /&gt;
L14S2_HEN_06.wav&lt;br /&gt;
L14S2_HEN_07.wav&lt;br /&gt;
L14S2_HEN_08.wav&lt;br /&gt;
L14S2_PAA_01.wav&lt;br /&gt;
L14S3_HEN_01.wav&lt;br /&gt;
L14S3_HEN_02.wav&lt;br /&gt;
L14S3_HEN_03.wav&lt;br /&gt;
L14S3_HEN_04.wav&lt;br /&gt;
L14S3_HEN_05.wav&lt;br /&gt;
L14S3_PAA_01.wav&lt;br /&gt;
L14S3_PAA_02.wav&lt;br /&gt;
L14S3_PAA_03.wav&lt;br /&gt;
L14S3_PAA_04.wav&lt;br /&gt;
L14S3_PAA_05.wav&lt;br /&gt;
L14S3_PAA_06.wav&lt;br /&gt;
L14S3_PAA_07.wav&lt;br /&gt;
L14S3_TECH_01.wav&lt;br /&gt;
L15S1_EOS_01.wav&lt;br /&gt;
L15S1_EOS_02.wav&lt;br /&gt;
L15S1_EOS_03.wav&lt;br /&gt;
L15S1_HEN_01.wav&lt;br /&gt;
L15S1_HEN_02.wav&lt;br /&gt;
L15S1_HEN_03.wav&lt;br /&gt;
L15S1_HEN_04.wav&lt;br /&gt;
L15S1_HEN_05.wav&lt;br /&gt;
L15S1_HEN_06.wav&lt;br /&gt;
L15S1_HEN_07.wav&lt;br /&gt;
L15S2_EOS_01.wav&lt;br /&gt;
L15S2_EOS_02.wav&lt;br /&gt;
L15S2_EOS_03.wav&lt;br /&gt;
L15S2_HEN_01.wav&lt;br /&gt;
L15S2_HEN_02.wav&lt;br /&gt;
L15S2_HEN_03.wav&lt;br /&gt;
L15S4_HEN_01.wav&lt;br /&gt;
L15S4_HEN_02.wav&lt;br /&gt;
L15S4_HEN_03.wav&lt;br /&gt;
L15S4_HEN_04.wav&lt;br /&gt;
L15S4_HEN_05.wav&lt;br /&gt;
L15S4_HEN_06.wav&lt;br /&gt;
L15S4_HEN_07.wav&lt;br /&gt;
L15S4_HEN_08.wav&lt;br /&gt;
L15S4_PAA_01.wav&lt;br /&gt;
L15S4_PAA_02.wav&lt;br /&gt;
L15S4_PAA_03.wav&lt;br /&gt;
L15S4_PAA_04.wav&lt;br /&gt;
L17S1_EOS_01.wav&lt;br /&gt;
L17S1_EOS_02.wav&lt;br /&gt;
L17S1_HEN_01.wav&lt;br /&gt;
L17S1_HEN_02.wav&lt;br /&gt;
L17S1_HEN_03.wav&lt;br /&gt;
L17S1_HEN_04.wav&lt;br /&gt;
L17S1_HEN_05.wav&lt;br /&gt;
L17S1_HEN_06.wav&lt;br /&gt;
L17S1_HEN_07.wav&lt;br /&gt;
L17S1_HEN_08.wav&lt;br /&gt;
L17S1_HEN_09.wav&lt;br /&gt;
L17S1_HEN_10.wav&lt;br /&gt;
L17S1_HEN_11.wav&lt;br /&gt;
L17S1_HEN_12.wav&lt;br /&gt;
L17S1_PAA_01.wav&lt;br /&gt;
L17S1_PAA_02.wav&lt;br /&gt;
L17S1_PAA_03.wav&lt;br /&gt;
L17S1_PAA_04.wav&lt;br /&gt;
L17S1_PAA_05.wav&lt;br /&gt;
L17S1_PAA_06.wav&lt;br /&gt;
L17S1_PAA_07.wav&lt;br /&gt;
L17S1_PAA_08.wav&lt;br /&gt;
L17S2_EOS_01.wav&lt;br /&gt;
L17S2_EOS_02.wav&lt;br /&gt;
L17S2_HEN_01.wav&lt;br /&gt;
L17S2_HEN_02.wav&lt;br /&gt;
L17S2_HEN_03.wav&lt;br /&gt;
L17S2_HEN_04.wav&lt;br /&gt;
L17S2_HEN_05.wav&lt;br /&gt;
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L2S3_GRD_01.wav&lt;br /&gt;
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L2S3_GRDC_01.wav&lt;br /&gt;
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L2S3_PAA_01.wav&lt;br /&gt;
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L3S1_EOS_01.wav&lt;br /&gt;
L3S1_HEN_01.wav&lt;br /&gt;
L3S2_GRD_01.wav&lt;br /&gt;
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L3S3_GRDC_01.wav&lt;br /&gt;
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L3S3_PAA_01.wav&lt;br /&gt;
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L3S4_GRD_01.wav&lt;br /&gt;
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L3S4_HEN_01.wav&lt;br /&gt;
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L3S4_PAA_01.wav&lt;br /&gt;
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L4S1a_EOS_01.wav&lt;br /&gt;
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L4S1a_EOS_03.wav&lt;br /&gt;
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L4S1a_GRDC_02.wav&lt;br /&gt;
L4S1a_HEN_01.wav&lt;br /&gt;
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L4S1a_PAA_01.wav&lt;br /&gt;
L4S1b_HEN_01.wav&lt;br /&gt;
L4S1b_HEN_02.wav&lt;br /&gt;
L4S2_EGRD_01.wav&lt;br /&gt;
L4S2_EOS_01.wav&lt;br /&gt;
L4S2_EOS_02.wav&lt;br /&gt;
L4S2_EOS_03.wav&lt;br /&gt;
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L4S2_HEN_03.wav&lt;br /&gt;
L4S2_MIN_01.wav&lt;br /&gt;
L4S3_EOS_01.wav&lt;br /&gt;
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L4S4_PAA_01.wav&lt;br /&gt;
L4S5_EOS_01.wav&lt;br /&gt;
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L4S5_EOS_03.wav&lt;br /&gt;
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L5S1_GRD_01.wav&lt;br /&gt;
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L5S1_GRDC_01.wav&lt;br /&gt;
L5S1_HEN_01.wav&lt;br /&gt;
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L5S1_PAA_01.wav&lt;br /&gt;
L5S1_TECH_01.wav&lt;br /&gt;
L5S2_EOS_01.wav&lt;br /&gt;
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L5S2_GRD_01.wav&lt;br /&gt;
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L5S3_GRD_01.wav&lt;br /&gt;
L5S3_GRD_02.wav&lt;br /&gt;
L5S3_GRDC_01.wav&lt;br /&gt;
L5S3_HEN_01.wav&lt;br /&gt;
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L5S4_EOS_01.wav&lt;br /&gt;
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L5S4_GRD_01.wav&lt;br /&gt;
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L5S4_PAA_01.wav&lt;br /&gt;
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L6S1_ADMF_01.wav&lt;br /&gt;
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L6S1_ADMM_01.wav&lt;br /&gt;
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L6S1_EOS_01.wav&lt;br /&gt;
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L6S1_PAA_01.wav&lt;br /&gt;
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L6S2_ADMF_01.wav&lt;br /&gt;
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L6S2_PAA_01.wav&lt;br /&gt;
L6S3_ADMF_01.wav&lt;br /&gt;
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L6S3_ADMF_04.wav&lt;br /&gt;
L6S3_EOS_01.wav&lt;br /&gt;
L6S3_EOS_02.wav&lt;br /&gt;
L6S3_EOS_03.wav&lt;br /&gt;
L6S3_GRDC_01.wav&lt;br /&gt;
L6S3_GRDC_02.wav&lt;br /&gt;
L6S3_GRYN_01.wav&lt;br /&gt;
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L6S3_GRYN_16.wav&lt;br /&gt;
L6S3_GRYN_17.wav&lt;br /&gt;
L6S3_HEN_01.wav&lt;br /&gt;
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L6S3_HEN_03.wav&lt;br /&gt;
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L6S3_HEN_07.wav&lt;br /&gt;
L6S3_PAA_01.wav&lt;br /&gt;
L7S1_EOS_01.wav&lt;br /&gt;
L7S1_EOS_02.wav&lt;br /&gt;
L7S1_EOS_03.wav&lt;br /&gt;
L7S1_GRYN_01.wav&lt;br /&gt;
L7S1_GRYN_02.wav&lt;br /&gt;
L7S1_GRYN_03.wav&lt;br /&gt;
L7S1_GRYN_04.wav&lt;br /&gt;
L7S1_GRYN_05.wav&lt;br /&gt;
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L7S1_GRYN_10.wav&lt;br /&gt;
L7S1_GRYN_11.wav&lt;br /&gt;
L7S1_HEN_01.wav&lt;br /&gt;
L7S1_HEN_02.wav&lt;br /&gt;
L7S1_HEN_03.wav&lt;br /&gt;
L7S2_EOS_01.wav&lt;br /&gt;
L7S2_EOS_02.wav&lt;br /&gt;
L7S2_EOS_03.wav&lt;br /&gt;
L7S2_GRYN_01.wav&lt;br /&gt;
L7S2_GRYN_02.wav&lt;br /&gt;
L7S2_GRYN_03.wav&lt;br /&gt;
L7S2_GRYN_04.wav&lt;br /&gt;
L7S2_GRYN_05.wav&lt;br /&gt;
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L7S2_GRYN_10.wav&lt;br /&gt;
L7S2_GRYN_11.wav&lt;br /&gt;
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L7S2_GRYN_14.wav&lt;br /&gt;
L7S2_GRYN_15.wav&lt;br /&gt;
L7S2_GRYN_16.wav&lt;br /&gt;
L7S2_HEN_01.wav&lt;br /&gt;
L7S2_HEN_02.wav&lt;br /&gt;
L7S2_HEN_03.wav&lt;br /&gt;
L7S2_HEN_04.wav&lt;br /&gt;
L7S2_PAA_01.wav&lt;br /&gt;
L7S2_PAA_02.wav&lt;br /&gt;
L7S3_EOS_01.wav&lt;br /&gt;
L7S3_GRYN_01.wav&lt;br /&gt;
L7S3_GRYN_02.wav&lt;br /&gt;
L7S3_GRYN_03.wav&lt;br /&gt;
L7S3_GRYN_04.wav&lt;br /&gt;
L7S3_GRYN_05.wav&lt;br /&gt;
L7S3_GRYN_06.wav&lt;br /&gt;
L7S3_GRYN_07.wav&lt;br /&gt;
L7S3_HEN_01.wav&lt;br /&gt;
L7S3_HEN_02.wav&lt;br /&gt;
L7S3_HEN_03.wav&lt;br /&gt;
L7S3_HEN_04.wav&lt;br /&gt;
L7S3_PAA_01.wav&lt;br /&gt;
L7S3_PAA_02.wav&lt;br /&gt;
L7S4_EOS_01.wav&lt;br /&gt;
L7S4_EOS_02.wav&lt;br /&gt;
L7S4_EOS_03.wav&lt;br /&gt;
L7S4_EOS_04.wav&lt;br /&gt;
L7S4_GRYN_01.wav&lt;br /&gt;
L7S4_HEN_01.wav&lt;br /&gt;
L7S4_HEN_02.wav&lt;br /&gt;
L7S4_HEN_03.wav&lt;br /&gt;
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L7S4_HEN_14.wav&lt;br /&gt;
L7S4_PAA_01.wav&lt;br /&gt;
L8S1_DOC_01.wav&lt;br /&gt;
L8S1_DOC_02.wav&lt;br /&gt;
L8S1_DOC_03.wav&lt;br /&gt;
L8S1_DOC_04.wav&lt;br /&gt;
L8S1_DOC_05.wav&lt;br /&gt;
L8S1_DOC_06.wav&lt;br /&gt;
L8S1_DOC_07.wav&lt;br /&gt;
L8S1_DOC_08.wav&lt;br /&gt;
L8S1_DOC_09.wav&lt;br /&gt;
L8S1_EOS_01.wav&lt;br /&gt;
L8S1_EOS_02.wav&lt;br /&gt;
L8S1_EOS_03.wav&lt;br /&gt;
L8S1_HEN_01.wav&lt;br /&gt;
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L8S1_HEN_08.wav&lt;br /&gt;
L8S1_MED_01.wav&lt;br /&gt;
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L8S1_MED_03.wav&lt;br /&gt;
L8S1_MIN_01.wav&lt;br /&gt;
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L8S1_NUR_01.wav&lt;br /&gt;
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L8S1_PAA_01.wav&lt;br /&gt;
L8S2_GRD_01.wav&lt;br /&gt;
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L8S2_HEN_01.wav&lt;br /&gt;
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L8S2_HEN_08.wav&lt;br /&gt;
L8S2_HEN_12.wav&lt;br /&gt;
L8S2_NUR_01.wav&lt;br /&gt;
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L8S2_NUR_04.wav&lt;br /&gt;
L8S2_NUR_05.wav&lt;br /&gt;
L8S3_DOC_01.wav&lt;br /&gt;
L8S3_DOC_02.wav&lt;br /&gt;
L8S3_DOC_03.wav&lt;br /&gt;
L8S3_HEN_01.wav&lt;br /&gt;
L8S3_HEN_02.wav&lt;br /&gt;
L8S3_HEN_03.wav&lt;br /&gt;
L8S3_HEN_04.wav&lt;br /&gt;
L8S3_HEN_05.wav&lt;br /&gt;
L8S3_HEN_06.wav&lt;br /&gt;
L8S3_NUR_01.wav&lt;br /&gt;
L8S3_NUR_02.wav&lt;br /&gt;
L8S3_NUR_03.wav&lt;br /&gt;
L8S3_NUR_04.wav&lt;br /&gt;
L8S3_PAA_01.wav&lt;br /&gt;
L9S1_CAPK_01.wav&lt;br /&gt;
L9S1_CAPK_02.wav&lt;br /&gt;
L9S1_HEN_01.wav&lt;br /&gt;
L9S1_HEN_02.wav&lt;br /&gt;
L9S1_HEN_03.wav&lt;br /&gt;
L9S2_CAPK_01.wav&lt;br /&gt;
L9S2_CAPK_02.wav&lt;br /&gt;
L9S2_CAPK_03.wav&lt;br /&gt;
L9S2_HEN_01.wav&lt;br /&gt;
L9S2_HEN_02.wav&lt;br /&gt;
L9S3_EOS_01.wav&lt;br /&gt;
L9S3_EOS_02.wav&lt;br /&gt;
L9S3_EOS_03.wav&lt;br /&gt;
L9S3_EOS_04.wav&lt;br /&gt;
L9S4_CAPK_01.wav&lt;br /&gt;
L9S4_CAPK_02.wav&lt;br /&gt;
L9S4_HEN_01.wav&lt;br /&gt;
L9S4_HEN_02.wav&lt;br /&gt;
L9S4_HEN_03.wav&lt;br /&gt;
L9S4_HEN_04.wav&lt;br /&gt;
L9S4_HEN_05.wav&lt;br /&gt;
MAS_Die.wav&lt;br /&gt;
MAS_Lgpain_01.wav&lt;br /&gt;
MAS_Lgpain_02.wav&lt;br /&gt;
MAS_Lgpain_03.wav&lt;br /&gt;
MAS_Lgpain_04.wav&lt;br /&gt;
MAS_Smpain_01.wav&lt;br /&gt;
MAS_Smpain_02.wav&lt;br /&gt;
MAS_Smpain_03.wav&lt;br /&gt;
MAS_Smpain_04.wav&lt;br /&gt;
MED_ALERT_01.wav&lt;br /&gt;
MED_ALERT_02.wav&lt;br /&gt;
MED_ALERT_03.wav&lt;br /&gt;
MED_ALERT_04.wav&lt;br /&gt;
MED_ALERT_05.wav&lt;br /&gt;
MED_COWER_01.wav&lt;br /&gt;
MED_COWER_02.wav&lt;br /&gt;
MED_COWER_03.wav&lt;br /&gt;
MED_COWER_04.wav&lt;br /&gt;
MED_COWER_05.wav&lt;br /&gt;
MED_COWER_06.wav&lt;br /&gt;
MED_GONE_01.wav&lt;br /&gt;
MED_GONE_02.wav&lt;br /&gt;
MED_GONE_03.wav&lt;br /&gt;
MED_GONE_04.wav&lt;br /&gt;
MED_GONE_05.wav&lt;br /&gt;
MED_Lgpain_01.wav&lt;br /&gt;
MED_Lgpain_02.wav&lt;br /&gt;
MED_Lgpain_03.wav&lt;br /&gt;
MED_Lgpain_04.wav&lt;br /&gt;
MED_Lgpain_05.wav&lt;br /&gt;
MED_PANIC_01.wav&lt;br /&gt;
MED_PANIC_02.wav&lt;br /&gt;
MED_PANIC_03.wav&lt;br /&gt;
MED_PANIC_04.wav&lt;br /&gt;
MED_PANIC_05.wav&lt;br /&gt;
MED_Smpain_01.wav&lt;br /&gt;
MED_Smpain_02.wav&lt;br /&gt;
MED_Smpain_03.wav&lt;br /&gt;
MED_Smpain_04.wav&lt;br /&gt;
MED_Smpain_05.wav&lt;br /&gt;
MED_TIMEO_01.wav&lt;br /&gt;
MED_TIMEO_02.wav&lt;br /&gt;
MED_TIMEO_03.wav&lt;br /&gt;
MED_TIMEO_04.wav&lt;br /&gt;
MED_TIMEO_05.wav&lt;br /&gt;
MED_TIMEO_06.wav&lt;br /&gt;
MED_TIMEO_07.wav&lt;br /&gt;
MED_TIMEO_08.wav&lt;br /&gt;
MED_ULERT_01.wav&lt;br /&gt;
MED_ULERT_02.wav&lt;br /&gt;
MED_ULERT_03.wav&lt;br /&gt;
MED_ULERT_04.wav&lt;br /&gt;
MED_ULERT_05.wav&lt;br /&gt;
MED_USE_01.wav&lt;br /&gt;
MED_USE_02.wav&lt;br /&gt;
MED_USE_03.wav&lt;br /&gt;
MED_USE_04.wav&lt;br /&gt;
MED_USE_05.wav&lt;br /&gt;
MED_USE_06.wav&lt;br /&gt;
MED_USE_07.wav&lt;br /&gt;
MED_USE_08.wav&lt;br /&gt;
MED_USE_09.wav&lt;br /&gt;
MED_USENW_01.wav&lt;br /&gt;
MED_USENW_02.wav&lt;br /&gt;
MED_USENW_03.wav&lt;br /&gt;
MED_USENW_04.wav&lt;br /&gt;
MED_USENW_05.wav&lt;br /&gt;
MED_USENW_06.wav&lt;br /&gt;
MERC_ALERT_01.wav&lt;br /&gt;
MERC_ALERT_02.wav&lt;br /&gt;
MERC_ALERT_03.wav&lt;br /&gt;
MERC_ALERT_04.wav&lt;br /&gt;
MERC_ALERT_05.wav&lt;br /&gt;
MERC_ALERT_06.wav&lt;br /&gt;
MERC_ALERT_07.wav&lt;br /&gt;
MERC_BATT1_01.wav&lt;br /&gt;
MERC_BATT1_02.wav&lt;br /&gt;
MERC_BATT1_03.wav&lt;br /&gt;
MERC_BATT1_04.wav&lt;br /&gt;
MERC_BATT1_05.wav&lt;br /&gt;
MERC_BATT1_06.wav&lt;br /&gt;
MERC_BATT1_07.wav&lt;br /&gt;
MERC_BATT2_01.wav&lt;br /&gt;
MERC_BATT2_02.wav&lt;br /&gt;
MERC_BATT2_03.wav&lt;br /&gt;
MERC_BATT2_04.wav&lt;br /&gt;
MERC_BATT2_05.wav&lt;br /&gt;
MERC_BATT2_06.wav&lt;br /&gt;
MERC_BATT2_07.wav&lt;br /&gt;
MERC_BATT2_08.wav&lt;br /&gt;
MERC_BATT2_09.wav&lt;br /&gt;
MERC_COWER_01.wav&lt;br /&gt;
MERC_COWER_02.wav&lt;br /&gt;
MERC_COWER_03.wav&lt;br /&gt;
MERC_COWER_04.wav&lt;br /&gt;
MERC_COWER_05.wav&lt;br /&gt;
MERC_COWER_06.wav&lt;br /&gt;
MERC_LAUGH_01.wav&lt;br /&gt;
MERC_LAUGH_02.wav&lt;br /&gt;
MERC_LAUGH_03.wav&lt;br /&gt;
MERC_Lgpain_01.wav&lt;br /&gt;
MERC_Lgpain_02.wav&lt;br /&gt;
MERC_Lgpain_03.wav&lt;br /&gt;
MERC_Lgpain_04.wav&lt;br /&gt;
MERC_Lgpain_05.wav&lt;br /&gt;
MERC_PANIC_01.wav&lt;br /&gt;
MERC_PANIC_02.wav&lt;br /&gt;
MERC_PANIC_03.wav&lt;br /&gt;
MERC_PANIC_04.wav&lt;br /&gt;
MERC_PANIC_05.wav&lt;br /&gt;
MERC_Smpain_01.wav&lt;br /&gt;
MERC_Smpain_02.wav&lt;br /&gt;
MERC_Smpain_03.wav&lt;br /&gt;
MERC_Smpain_04.wav&lt;br /&gt;
MERC_Smpain_05.wav&lt;br /&gt;
MIN_ALERT_01.wav&lt;br /&gt;
MIN_ALERT_02.wav&lt;br /&gt;
MIN_ALERT_03.wav&lt;br /&gt;
MIN_ALERT_04.wav&lt;br /&gt;
MIN_BATT2_01.wav&lt;br /&gt;
MIN_BATT2_02.wav&lt;br /&gt;
MIN_BATT2_03.wav&lt;br /&gt;
MIN_BATT2_04.wav&lt;br /&gt;
MIN_BATT2_05.wav&lt;br /&gt;
MIN_BATT2_06.wav&lt;br /&gt;
MIN_BATT2_07.wav&lt;br /&gt;
MIN_COWER_01.wav&lt;br /&gt;
MIN_COWER_02.wav&lt;br /&gt;
MIN_COWER_03.wav&lt;br /&gt;
MIN_COWER_04.wav&lt;br /&gt;
MIN_COWER_05.wav&lt;br /&gt;
MIN_COWER_06.wav&lt;br /&gt;
MIN_Lgpain_01.wav&lt;br /&gt;
MIN_Lgpain_02.wav&lt;br /&gt;
MIN_Lgpain_03.wav&lt;br /&gt;
MIN_Lgpain_04.wav&lt;br /&gt;
MIN_Lgpain_05.wav&lt;br /&gt;
MIN_PANIC_01.wav&lt;br /&gt;
MIN_PANIC_02.wav&lt;br /&gt;
MIN_PANIC_03.wav&lt;br /&gt;
MIN_PANIC_04.wav&lt;br /&gt;
MIN_PANIC_05.wav&lt;br /&gt;
MIN_Smpain_01.wav&lt;br /&gt;
MIN_Smpain_02.wav&lt;br /&gt;
MIN_Smpain_03.wav&lt;br /&gt;
MIN_Smpain_04.wav&lt;br /&gt;
MIN_Smpain_05.wav&lt;br /&gt;
MIN_TIMEO_01.wav&lt;br /&gt;
MIN_TIMEO_02.wav&lt;br /&gt;
MIN_TIMEO_03.wav&lt;br /&gt;
MIN_TIMEO_04.wav&lt;br /&gt;
MIN_TIMEO_05.wav&lt;br /&gt;
MIN_TIMEO_06.wav&lt;br /&gt;
MIN_ULERT_01.wav&lt;br /&gt;
MIN_ULERT_02.wav&lt;br /&gt;
MIN_ULERT_03.wav&lt;br /&gt;
MIN_ULERT_04.wav&lt;br /&gt;
MIN_ULERT_05.wav&lt;br /&gt;
MIN_ULERT_06.wav&lt;br /&gt;
MIN_USE_01.wav&lt;br /&gt;
MIN_USE_02.wav&lt;br /&gt;
MIN_USE_03.wav&lt;br /&gt;
MIN_USE_04.wav&lt;br /&gt;
MIN_USE_05.wav&lt;br /&gt;
MINF_ALERT_01.wav&lt;br /&gt;
MINF_ALERT_02.wav&lt;br /&gt;
MINF_ALERT_03.wav&lt;br /&gt;
MINF_ALERT_04.wav&lt;br /&gt;
MINF_BATT2_01.wav&lt;br /&gt;
MINF_BATT2_02.wav&lt;br /&gt;
MINF_BATT2_03.wav&lt;br /&gt;
MINF_BATT2_04.wav&lt;br /&gt;
MINF_BATT2_05.wav&lt;br /&gt;
MINF_COWER_01.wav&lt;br /&gt;
MINF_COWER_02.wav&lt;br /&gt;
MINF_COWER_03.wav&lt;br /&gt;
MINF_COWER_04.wav&lt;br /&gt;
MINF_Lgpain_01.wav&lt;br /&gt;
MINF_Lgpain_02.wav&lt;br /&gt;
MINF_Lgpain_03.wav&lt;br /&gt;
MINF_Lgpain_04.wav&lt;br /&gt;
MINF_Lgpain_05.wav&lt;br /&gt;
MINF_PANIC_01.wav&lt;br /&gt;
MINF_PANIC_02.wav&lt;br /&gt;
MINF_PANIC_03.wav&lt;br /&gt;
MINF_PANIC_04.wav&lt;br /&gt;
MINF_Smpain_01.wav&lt;br /&gt;
MINF_Smpain_02.wav&lt;br /&gt;
MINF_Smpain_03.wav&lt;br /&gt;
MINF_Smpain_04.wav&lt;br /&gt;
MINF_Smpain_05.wav&lt;br /&gt;
MINF_TIMEO_01.wav&lt;br /&gt;
MINF_TIMEO_02.wav&lt;br /&gt;
MINF_TIMEO_03.wav&lt;br /&gt;
MINF_TIMEO_04.wav&lt;br /&gt;
MINF_TIMEO_05.wav&lt;br /&gt;
MINF_ULERT_01.wav&lt;br /&gt;
MINF_ULERT_02.wav&lt;br /&gt;
MINF_ULERT_03.wav&lt;br /&gt;
MINF_USE_01.wav&lt;br /&gt;
MINF_USE_02.wav&lt;br /&gt;
MINF_USE_03.wav&lt;br /&gt;
MINF_USE_04.wav&lt;br /&gt;
MINF_USE_05.wav&lt;br /&gt;
MP_ANN_01.wav&lt;br /&gt;
MP_ANN_02.wav&lt;br /&gt;
MP_ANN_03.wav&lt;br /&gt;
MP_ANN_04.wav&lt;br /&gt;
MP_ANN_05.wav&lt;br /&gt;
MP_ANN_06.wav&lt;br /&gt;
MP_ANN_07.wav&lt;br /&gt;
MP_ANN_08.wav&lt;br /&gt;
MP_ANN_09.wav&lt;br /&gt;
MP_ANN_10.wav&lt;br /&gt;
MP_ANN_11.wav&lt;br /&gt;
MP_ANN_ALLYOURBASE.wav&lt;br /&gt;
MP_ANN-01.wav&lt;br /&gt;
MP_ANN-02.wav&lt;br /&gt;
MP_ANN-03.wav&lt;br /&gt;
MP_ANN-04.wav&lt;br /&gt;
MP_ANN-05.wav&lt;br /&gt;
MP_ANN-06.wav&lt;br /&gt;
MP_ANN-07.wav&lt;br /&gt;
MP_ANN-08.wav&lt;br /&gt;
MP_ANN-09.wav&lt;br /&gt;
MP_ANN-10.wav&lt;br /&gt;
MP_ANN-GO.wav&lt;br /&gt;
MP_TAUNT_16.wav&lt;br /&gt;
MP_TAUNT_17.wav&lt;br /&gt;
MP_TAUNT_18.wav&lt;br /&gt;
MP_TAUNT_19.wav&lt;br /&gt;
MP_TAUNT_20.wav&lt;br /&gt;
MP_TAUNT_21.wav&lt;br /&gt;
MP_TAUNT_22.wav&lt;br /&gt;
MP_TAUNT_23.wav&lt;br /&gt;
MP_TAUNT_24.wav&lt;br /&gt;
MP_TAUNT_25.wav&lt;br /&gt;
MP_TAUNT_26.wav&lt;br /&gt;
MP_TAUNT_27.wav&lt;br /&gt;
MP_TAUNT_28.wav&lt;br /&gt;
MP_TAUNT_29.wav&lt;br /&gt;
MP_TAUNT_30.wav&lt;br /&gt;
MP_TAUNT_31.wav&lt;br /&gt;
MP_TAUNT_32.wav&lt;br /&gt;
MP_TAUNT_33.wav&lt;br /&gt;
MP_TAUNT_34.wav&lt;br /&gt;
MP_TAUNT_35.wav&lt;br /&gt;
MP_TAUNT_36.wav&lt;br /&gt;
MP_TAUNT_37.wav&lt;br /&gt;
MP_TAUNT_38.wav&lt;br /&gt;
MP_TAUNT_39.wav&lt;br /&gt;
MP_TAUNT_40.wav&lt;br /&gt;
MP_TAUNT_41.wav&lt;br /&gt;
MP_TAUNT_42.wav&lt;br /&gt;
MP_TAUNT_43.wav&lt;br /&gt;
MP_TAUNT_44.wav&lt;br /&gt;
MP_TAUNT_45.wav&lt;br /&gt;
MP_TAUNT_46.wav&lt;br /&gt;
MP_TAUNT_47.wav&lt;br /&gt;
MP_TAUNT_48.wav&lt;br /&gt;
MP_TAUNT_49.wav&lt;br /&gt;
MP_TAUNT_50.wav&lt;br /&gt;
MP_TAUNT_51.wav&lt;br /&gt;
MP_TAUNT_52.wav&lt;br /&gt;
MP_TAUNT_53.wav&lt;br /&gt;
MP_TAUNT_54.wav&lt;br /&gt;
MP_TAUNT_55.wav&lt;br /&gt;
MP_TAUNT_56.wav&lt;br /&gt;
MP_TAUNT_57.wav&lt;br /&gt;
MP_TAUNT_58.wav&lt;br /&gt;
MP_TAUNT_59.wav&lt;br /&gt;
MP_TAUNT_60.wav&lt;br /&gt;
MP_TAUNT_61.wav&lt;br /&gt;
MP_TAUNT_62.wav&lt;br /&gt;
MP_TAUNT_63.wav&lt;br /&gt;
MP_TAUNT_64.wav&lt;br /&gt;
MP_TAUNT_65.wav&lt;br /&gt;
MP_TAUNT_66.wav&lt;br /&gt;
MP_TAUNT_67.wav&lt;br /&gt;
MP_TAUNT_68.wav&lt;br /&gt;
MP_TAUNT_69.wav&lt;br /&gt;
MP_TAUNT_70.wav&lt;br /&gt;
MP_TAUNT_71.wav&lt;br /&gt;
MP_TAUNT_72.wav&lt;br /&gt;
MP_TAUNT_73.wav&lt;br /&gt;
MP_TAUNT_74.wav&lt;br /&gt;
NUR_ALERT_01.wav&lt;br /&gt;
NUR_ALERT_02.wav&lt;br /&gt;
NUR_ALERT_03.wav&lt;br /&gt;
NUR_ALERT_04.wav&lt;br /&gt;
NUR_ALERT_05.wav&lt;br /&gt;
NUR_ALERT_06.wav&lt;br /&gt;
NUR_COWER_01.wav&lt;br /&gt;
NUR_COWER_02.wav&lt;br /&gt;
NUR_COWER_03.wav&lt;br /&gt;
NUR_COWER_04.wav&lt;br /&gt;
NUR_COWER_05.wav&lt;br /&gt;
NUR_COWER_06.wav&lt;br /&gt;
NUR_GONE_01.wav&lt;br /&gt;
NUR_GONE_02.wav&lt;br /&gt;
NUR_GONE_03.wav&lt;br /&gt;
NUR_GONE_04.wav&lt;br /&gt;
NUR_GONE_05.wav&lt;br /&gt;
NUR_TIMEO_01.wav&lt;br /&gt;
NUR_TIMEO_02.wav&lt;br /&gt;
NUR_TIMEO_03.wav&lt;br /&gt;
NUR_TIMEO_04.wav&lt;br /&gt;
NUR_TIMEO_05.wav&lt;br /&gt;
NUR_TIMEO_06.wav&lt;br /&gt;
NUR_TIMEO_07.wav&lt;br /&gt;
NUR_TIMEO_08.wav&lt;br /&gt;
NUR_TIMEO_09.wav&lt;br /&gt;
NUR_TIMEO_10.wav&lt;br /&gt;
NUR_UALERT_01.wav&lt;br /&gt;
NUR_UALERT_02.wav&lt;br /&gt;
NUR_UALERT_03.wav&lt;br /&gt;
NUR_UALERT_04.wav&lt;br /&gt;
NUR_USE_01.wav&lt;br /&gt;
NUR_USE_02.wav&lt;br /&gt;
NUR_USE_03.wav&lt;br /&gt;
NUR_USE_04.wav&lt;br /&gt;
NUR_USE_05.wav&lt;br /&gt;
NUR_USE_06.wav&lt;br /&gt;
NUR_USE_07.wav&lt;br /&gt;
NUR_USE_08.wav&lt;br /&gt;
NUR_USENW_01.wav&lt;br /&gt;
NUR_USENW_02.wav&lt;br /&gt;
NUR_USENW_03.wav&lt;br /&gt;
NUR_USENW_04.wav&lt;br /&gt;
NUR_USENW_05.wav&lt;br /&gt;
NUR_USENW_06.wav&lt;br /&gt;
TECH_ALERT_01.wav&lt;br /&gt;
TECH_ALERT_02.wav&lt;br /&gt;
TECH_ALERT_03.wav&lt;br /&gt;
TECH_ALERT_04.wav&lt;br /&gt;
TECH_ALERT_05.wav&lt;br /&gt;
TECH_ALERT_06.wav&lt;br /&gt;
TECH_ALERT_07.wav&lt;br /&gt;
TECH_COWER_01.wav&lt;br /&gt;
TECH_COWER_02.wav&lt;br /&gt;
TECH_COWER_03.wav&lt;br /&gt;
TECH_COWER_04.wav&lt;br /&gt;
TECH_COWER_05.wav&lt;br /&gt;
TECH_COWER_06.wav&lt;br /&gt;
TECH_COWER_07.wav&lt;br /&gt;
TECH_COWER_08.wav&lt;br /&gt;
TECH_COWER_09.wav&lt;br /&gt;
TECH_COWER_10.wav&lt;br /&gt;
Tech_LgPain_01.wav&lt;br /&gt;
Tech_LgPain_02.wav&lt;br /&gt;
Tech_LgPain_03.wav&lt;br /&gt;
Tech_LgPain_04.wav&lt;br /&gt;
Tech_LgPain_05.wav&lt;br /&gt;
Tech_Panic_01.wav&lt;br /&gt;
Tech_Panic_02.wav&lt;br /&gt;
Tech_Panic_03.wav&lt;br /&gt;
Tech_Panic_04.wav&lt;br /&gt;
Tech_Panic_05.wav&lt;br /&gt;
Tech_SmPain_01.wav&lt;br /&gt;
Tech_SmPain_02.wav&lt;br /&gt;
Tech_SmPain_03.wav&lt;br /&gt;
Tech_SmPain_04.wav&lt;br /&gt;
Tech_SmPain_05.wav&lt;br /&gt;
TECH_TIMEO_01.wav&lt;br /&gt;
TECH_TIMEO_02.wav&lt;br /&gt;
TECH_TIMEO_03.wav&lt;br /&gt;
TECH_TIMEO_04.wav&lt;br /&gt;
TECH_TIMEO_05.wav&lt;br /&gt;
TECH_TIMEO_06.wav&lt;br /&gt;
TECH_TIMEO_07.wav&lt;br /&gt;
TECH_TIMEO_08.wav&lt;br /&gt;
TECH_TIMEO_09.wav&lt;br /&gt;
TECH_TIMEO_10.wav&lt;br /&gt;
TECH_ULERT_01.wav&lt;br /&gt;
TECH_ULERT_02.wav&lt;br /&gt;
TECH_ULERT_03.wav&lt;br /&gt;
TECH_ULERT_04.wav&lt;br /&gt;
TECH_ULERT_05.wav&lt;br /&gt;
TECH_ULERT_06.wav&lt;br /&gt;
TECH_USE_01.wav&lt;br /&gt;
TECH_USE_02.wav&lt;br /&gt;
TECH_USE_03.wav&lt;br /&gt;
TECH_USE_04.wav&lt;br /&gt;
TECH_USE_05.wav&lt;br /&gt;
TECH_USE_06.wav&lt;br /&gt;
TECH_USE_07.wav&lt;br /&gt;
TECH_USE_08.wav&lt;br /&gt;
TECH_USE_09.wav&lt;br /&gt;
TECH_USE_10.wav&lt;br /&gt;
TRAINING_PS2_01_INST_01.wav&lt;br /&gt;
TRAINING_PS2_01_INST_02.wav&lt;br /&gt;
TRAINING_PS2_01_INST_03.wav&lt;br /&gt;
TRAINING_PS2_01_INST_04.wav&lt;br /&gt;
TRAINING_PS2_01_INST_05.wav&lt;br /&gt;
TRAINING_PS2_01_INST_06.wav&lt;br /&gt;
TRAINING_PS2_01_INST_07.wav&lt;br /&gt;
TRAINING_PS2_01_INST_08.wav&lt;br /&gt;
TRAINING_PS2_01_INST_09.wav&lt;br /&gt;
TRAINING_PS2_01_INST_10.wav&lt;br /&gt;
TRAINING_PS2_01_INST_11.wav&lt;br /&gt;
TRAINING_PS2_01_INST_12.wav&lt;br /&gt;
TRAINING_PS2_01_INST_13.wav&lt;br /&gt;
TRAINING_PS2_01_INST_14.wav&lt;br /&gt;
TRAINING_PS2_01_INST_15.wav&lt;br /&gt;
TRAINING_PS2_01_INST_16.wav&lt;br /&gt;
TRAINING_PS2_01_INST_17.wav&lt;br /&gt;
TRAINING_PS2_01_INST_18.wav&lt;br /&gt;
TRAINING_PS2_01_INST_19.wav&lt;br /&gt;
TRAINING_PS2_01_INST_20.wav&lt;br /&gt;
TRAINING_PS2_01_INST_21.wav&lt;br /&gt;
TRAINING_PS2_01_INST_22.wav&lt;br /&gt;
TRAINING_PS2_01_INST_23.wav&lt;br /&gt;
TRAINING_PS2_01_INST_24.wav&lt;br /&gt;
TRAINING_PS2_01_INST_25.wav&lt;br /&gt;
TRAINING_PS2_01_INST_26.wav&lt;br /&gt;
TRAINING_PS2_01_INST_27.wav&lt;br /&gt;
TRAINING_PS2_01_INST_28.wav&lt;br /&gt;
TRAINING_PS2_01_INST_29.wav&lt;br /&gt;
TRAINING_PS2_01_INST_30.wav&lt;br /&gt;
TRAINING_PS2_01_INST_31.wav&lt;br /&gt;
TRAINING_PS2_01_INST_32.wav&lt;br /&gt;
TRAINING_PS2_01_INST_33.wav&lt;br /&gt;
TRAINING_PS2_01_INST_34.wav&lt;br /&gt;
TRAINING_PS2_01_INST_35.wav&lt;br /&gt;
TRAINING_PS2_01_INST_36.wav&lt;br /&gt;
TRAINING_PS2_01_INST_37.wav&lt;br /&gt;
TRAINING_PS2_01_INST_38.wav&lt;br /&gt;
TRAINING_PS2_01_INST_39.wav&lt;br /&gt;
TRAINING_PS2_01_INST_40.wav&lt;br /&gt;
TRAINING_PS2_01_INST_41.wav&lt;br /&gt;
TRAINING_PS2_01_INST_42.wav&lt;br /&gt;
TRAINING_PS2_01_INST_43.wav&lt;br /&gt;
TRAINING_PS2_01_INST_44.wav&lt;br /&gt;
TRAINING_PS2_01_INST_45.wav&lt;br /&gt;
TRAINING_PS2_01_INST_46.wav&lt;br /&gt;
TRAINING_PS2_01_INST_47.wav&lt;br /&gt;
TRAINING_PS2_01_INST_48.wav&lt;br /&gt;
TRAINING_PS2_01_INST_49.wav&lt;br /&gt;
TRAINING_PS2_01_INST_50.wav&lt;br /&gt;
TRAINING_PS2_01_INST_51.wav&lt;br /&gt;
TRAINING_PS2_01_INST_52.wav&lt;br /&gt;
TRAINING_PS2_01_INST_53.wav&lt;br /&gt;
TRAINING_PS2_01_INST_54.wav&lt;br /&gt;
TRAINING_PS2_01_INST_55.wav&lt;br /&gt;
TRAINING_PS2_02_INST_01.wav&lt;br /&gt;
TRAINING_PS2_02_INST_02.wav&lt;br /&gt;
TRAINING_PS2_02_INST_03.wav&lt;br /&gt;
TRAINING_PS2_02_INST_04.wav&lt;br /&gt;
TRAINING_PS2_02_INST_05.wav&lt;br /&gt;
TRAINING_PS2_02_INST_06.wav&lt;br /&gt;
TRAINING_PS2_02_INST_07.wav&lt;br /&gt;
TRAINING_PS2_02_INST_08.wav&lt;br /&gt;
TRAINING_PS2_02_INST_09.wav&lt;br /&gt;
TRAINING_PS2_02_INST_10.wav&lt;br /&gt;
TRAINING_PS2_02_INST_11.wav&lt;br /&gt;
TRAINING_PS2_02_INST_12.wav&lt;br /&gt;
TRAINING_PS2_02_INST_13.wav&lt;br /&gt;
TRAINING_PS2_02_INST_14.wav&lt;br /&gt;
TRAINING_PS2_02_INST_15.wav&lt;br /&gt;
TRAINING_PS2_02_INST_16.wav&lt;br /&gt;
TRAINING_PS2_02_INST_17.wav&lt;br /&gt;
TRAINING_PS2_02_INST_18.wav&lt;br /&gt;
TRAINING_PS2_02_INST_19.wav&lt;br /&gt;
TRAINING_PS2_02_INST_20.wav&lt;br /&gt;
TRAINING_PS2_02_INST_21.wav&lt;br /&gt;
TRAINING_PS2_02_INST_22.wav&lt;br /&gt;
TRAINING_PS2_02_INST_23.wav&lt;br /&gt;
TRAINING_PS2_02_INST_24.wav&lt;br /&gt;
TRAINING_PS2_02_INST_25.wav&lt;br /&gt;
TRAINING_PS2_02_INST_26.wav&lt;br /&gt;
TRAINING_PS2_02_INST_27.wav&lt;br /&gt;
TRAINING_PS2_02_MIN_01.wav&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
Assault_Attack.wav&lt;br /&gt;
Assault_Burst.wav&lt;br /&gt;
Assault_Decay.wav&lt;br /&gt;
Assault_loop.wav&lt;br /&gt;
Assault2_Attack.wav&lt;br /&gt;
Assault2_Decay.wav&lt;br /&gt;
Assault2_loop.wav&lt;br /&gt;
atomic.wav&lt;br /&gt;
Attach_01.wav&lt;br /&gt;
Attach_02.wav&lt;br /&gt;
AutoTurret_Close.wav&lt;br /&gt;
AutoTurret_Open.wav&lt;br /&gt;
Baboom.wav&lt;br /&gt;
bigboom01.wav&lt;br /&gt;
Boom_01.wav&lt;br /&gt;
Boom_02.wav&lt;br /&gt;
Boom_Lg01.wav&lt;br /&gt;
Boom_Lg02.wav&lt;br /&gt;
Boom_Md01.wav&lt;br /&gt;
Boom_Md02.wav&lt;br /&gt;
Boom_Sm01.wav&lt;br /&gt;
Boom_Sm02.wav&lt;br /&gt;
Camerahit.wav&lt;br /&gt;
CapekCane_Fire_01.wav&lt;br /&gt;
CapekCane_Fire_02.wav&lt;br /&gt;
Charge_Count.wav&lt;br /&gt;
ClipDrop_01.wav&lt;br /&gt;
ClipDrop_02.wav&lt;br /&gt;
ClipDrop_03.wav&lt;br /&gt;
ClipDrop_04.wav&lt;br /&gt;
Detach_01.wav&lt;br /&gt;
digging.wav&lt;br /&gt;
DistExp_01.wav&lt;br /&gt;
DistExp_02.wav&lt;br /&gt;
DistExp_03.wav&lt;br /&gt;
DistExp_04.wav&lt;br /&gt;
Drill_Hit_Metal.wav&lt;br /&gt;
Drill_Hit_Rock.wav&lt;br /&gt;
explosion.wav&lt;br /&gt;
Flyloop_01.wav&lt;br /&gt;
FT_Burn_01.wav&lt;br /&gt;
FT_Burn_02.wav&lt;br /&gt;
FT_Ignite_01.wav&lt;br /&gt;
FT_Ignite_02.wav&lt;br /&gt;
FT_Ignite_03.wav&lt;br /&gt;
Grenade_Tick.wav&lt;br /&gt;
Gun_Hit.wav&lt;br /&gt;
Gun_Hit_Default_01.wav&lt;br /&gt;
Gun_Hit_Default_02.wav&lt;br /&gt;
Gun_Hit_Default_03.wav&lt;br /&gt;
Gun_Hit_Default_04.wav&lt;br /&gt;
Gun_Hit_Flesh.wav&lt;br /&gt;
Gun_Hit_Flesh_01.wav&lt;br /&gt;
Gun_Hit_Flesh_02.wav&lt;br /&gt;
Gun_Hit_Flesh_03.wav&lt;br /&gt;
Gun_Hit_Flesh_04.wav&lt;br /&gt;
Gun_Hit_Metal.wav&lt;br /&gt;
Gun_Hit_Metal_01.wav&lt;br /&gt;
Gun_Hit_Metal_02.wav&lt;br /&gt;
Gun_Hit_Metal_03.wav&lt;br /&gt;
Gun_Hit_Metal_04.wav&lt;br /&gt;
Gun_Hit_Rock.wav&lt;br /&gt;
Gun_Hit_Rock_01.wav&lt;br /&gt;
Gun_Hit_Rock_02.wav&lt;br /&gt;
Gun_Hit_Rock_03.wav&lt;br /&gt;
Gun_Hit_Rock_04.wav&lt;br /&gt;
Gun_Hit_Water_01.wav&lt;br /&gt;
Gun_Hit_Water_02.wav&lt;br /&gt;
Gun_Hit_Water_03.wav&lt;br /&gt;
Gun_Hit_Water_04.wav&lt;br /&gt;
HandGun_Click01.wav&lt;br /&gt;
HandGun_Fire01.wav&lt;br /&gt;
HandGun_Fire02.wav&lt;br /&gt;
handgun_switch.wav&lt;br /&gt;
HEAP_Fire.wav&lt;br /&gt;
HeavyMachineGun.wav&lt;br /&gt;
HeavyMachineGun_02.wav&lt;br /&gt;
laser_01.wav&lt;br /&gt;
laser_02.wav&lt;br /&gt;
laser_03.wav&lt;br /&gt;
Laser_Hit.wav&lt;br /&gt;
Laser_Hit_Flesh_01.wav&lt;br /&gt;
Laser_Hit_Flesh_02.wav&lt;br /&gt;
Laser_Hit_Metal_01.wav&lt;br /&gt;
Laser_Hit_Metal_02.wav&lt;br /&gt;
Laser_Hit_Rock_01.wav&lt;br /&gt;
Laser_Hit_Rock_02.wav&lt;br /&gt;
laser_loop_01.wav&lt;br /&gt;
Machine_Loop.wav&lt;br /&gt;
Machine_Loop_02.wav&lt;br /&gt;
Machine_Loop_2.wav&lt;br /&gt;
Machine_Loop_r.wav&lt;br /&gt;
Machine_Shot.wav&lt;br /&gt;
missile_01.wav&lt;br /&gt;
missile_02.wav&lt;br /&gt;
missile_hit.wav&lt;br /&gt;
missile_loop.wav&lt;br /&gt;
Rail_Fail.wav&lt;br /&gt;
Rail_Fire_01.wav&lt;br /&gt;
Rail_Flyby_01.wav&lt;br /&gt;
Rail_Flyby_02.wav&lt;br /&gt;
Rail_Rifle_Hit.wav&lt;br /&gt;
ricochet_01.wav&lt;br /&gt;
ricochet_02.wav&lt;br /&gt;
ricochet_03.wav&lt;br /&gt;
ricochet_04.wav&lt;br /&gt;
ricochet_05.wav&lt;br /&gt;
ricochet_06.wav&lt;br /&gt;
ricochet_07.wav&lt;br /&gt;
ricochet_08.wav&lt;br /&gt;
ricochet_09.wav&lt;br /&gt;
ricochet_10.wav&lt;br /&gt;
ricochet_11.wav&lt;br /&gt;
ricochet_12.wav&lt;br /&gt;
ricochet_13.wav&lt;br /&gt;
ricochet_14.wav&lt;br /&gt;
ricochet_15.wav&lt;br /&gt;
ricochet_16.wav&lt;br /&gt;
Riot_Impact_Flesh_01.wav&lt;br /&gt;
Riot_Impact_Flesh_02.wav&lt;br /&gt;
Riot_Impact_Ice_01.wav&lt;br /&gt;
Riot_Impact_Ice_02.wav&lt;br /&gt;
Riot_Impact_Metal_01.wav&lt;br /&gt;
Riot_Impact_Metal_02.wav&lt;br /&gt;
Riot_Impact_Rock_01.wav&lt;br /&gt;
Riot_Impact_Rock_02.wav&lt;br /&gt;
Riot_Jolt_01.wav&lt;br /&gt;
Riot_Jolt_02.wav&lt;br /&gt;
Riot_Jolt_03.wav&lt;br /&gt;
Riot_Jolt_04.wav&lt;br /&gt;
Riot_Spark_01.wav&lt;br /&gt;
Riot_Spark_02.wav&lt;br /&gt;
Riot_Spark_03.wav&lt;br /&gt;
Rocket_Hit_Flesh_01.wav&lt;br /&gt;
Rocket_Hit_Flesh_02.wav&lt;br /&gt;
Rocket_Hit_Flesh_03.wav&lt;br /&gt;
Rocket_Hit_Flesh_04.wav&lt;br /&gt;
Rocket_Launch_01.wav&lt;br /&gt;
Rocket_Launch_02.wav&lt;br /&gt;
Rocket_Lob.wav&lt;br /&gt;
Rocket_Lock.wav&lt;br /&gt;
Rocket_Scan.wav&lt;br /&gt;
shieldhit.wav&lt;br /&gt;
Shol_Boom.wav&lt;br /&gt;
Shol_Launch.wav&lt;br /&gt;
ShotGun_01.wav&lt;br /&gt;
Shotgun_02.wav&lt;br /&gt;
Silencer_01.wav&lt;br /&gt;
Silencer_02.wav&lt;br /&gt;
Sniper_Aim_01.wav&lt;br /&gt;
Sniper_Fire_01.wav&lt;br /&gt;
Sniper_Fire_02.wav&lt;br /&gt;
Sniper_Fire_03.wav&lt;br /&gt;
Tank_Boom_01.wav&lt;br /&gt;
Tank_Cannon.wav&lt;br /&gt;
Tank_Servo.wav&lt;br /&gt;
target.wav&lt;br /&gt;
Torpedo_Hit.wav&lt;br /&gt;
Torpedo_Hit_Flesh.wav&lt;br /&gt;
Torpedo_Launch.wav&lt;br /&gt;
Torpedo_Loop.wav&lt;br /&gt;
Turret_01.wav&lt;br /&gt;
Turret_Die.wav&lt;br /&gt;
Turret_Loop.wav&lt;br /&gt;
Vauss_01.wav&lt;br /&gt;
Vauss_02.wav&lt;br /&gt;
Vauss_03.wav&lt;br /&gt;
Vauss_04A.wav&lt;br /&gt;
Vauss_04L.wav&lt;br /&gt;
Vauss_04R.wav&lt;br /&gt;
Vauss_05.wav&lt;br /&gt;
Vauss_Distant_01.wav&lt;br /&gt;
Vauss_Distant_02.wav&lt;br /&gt;
Vauss_Distant_03.wav&lt;br /&gt;
Vauss_Distant_04.wav&lt;br /&gt;
Vauss_Motor_Start.wav&lt;br /&gt;
Vauss_Motor_Stop.wav&lt;br /&gt;
Vauss_Ricochet.wav&lt;br /&gt;
&lt;br /&gt;
== Cutscene ==&lt;br /&gt;
RFCS_02_FinalMix.wav&lt;br /&gt;
RFCS_03_FinalMix.wav&lt;br /&gt;
RFCS_04_FinalMix.wav&lt;br /&gt;
RFCS_05_FinalMix.wav&lt;br /&gt;
RFCS_06_FinalMix.wav&lt;br /&gt;
RFCS_07_FinalMix.wav&lt;br /&gt;
RFCS_08_FinalMix.wav&lt;br /&gt;
RFCS_09_FinalMix.wav&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
SoundTest_44kStereoAdpcm&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5486</id>
		<title>RED: Help</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5486"/>
		<updated>2014-11-09T18:03:59Z</updated>

		<summary type="html">&lt;p&gt;Eggy: removed accidental non-existent link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This serves as an easy way to access RED's help information. Information from [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=517212 RED.HLP, RED.CHM], [https://www.factionfiles.com Faction Files], and [http://www.rfrun.net RFRun] have been compiled together.&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
=== View Ports ===&lt;br /&gt;
=== Status Window ===&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
=== General Preferences ===&lt;br /&gt;
=== Texture Preferences ===&lt;br /&gt;
=== Visual Preferences ===&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
=== File Menu ===&lt;br /&gt;
=== Edit Menu ===&lt;br /&gt;
=== Level Menu ===&lt;br /&gt;
=== View Menu ===&lt;br /&gt;
=== Tools Menu ===&lt;br /&gt;
=== Main Toolbar ===&lt;br /&gt;
=== Help Menu ===&lt;br /&gt;
&lt;br /&gt;
== Hot Keys ==&lt;br /&gt;
=== [[RED: Hot Keys#Camera Movement|Camera Movement Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush/Object Movement|Brush/Object Movement Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Universal|Universal Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush Mode|Brush Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Face Mode|Face Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Vertex Mode|Vertex Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Texture Mode|Texture Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Object Mode|Object Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Group Mode|Group Mode Hot Keys]] ===&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
=== Brush Mode Functions ===&lt;br /&gt;
=== Vertex Mode Functions ===&lt;br /&gt;
=== Face Mode Functions ===&lt;br /&gt;
=== Texture Mode Functions ===&lt;br /&gt;
=== Object Mode Functions ===&lt;br /&gt;
=== Group Mode Functions ===&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
=== Stretch ===&lt;br /&gt;
=== Bend ===&lt;br /&gt;
=== Twist ===&lt;br /&gt;
=== Jitter ===&lt;br /&gt;
=== Carving and Fusing ===&lt;br /&gt;
=== Mesh Smooth ===&lt;br /&gt;
=== Brush Clipping Tool ===&lt;br /&gt;
&lt;br /&gt;
== Basic Design ==&lt;br /&gt;
=== Basic Rules of Level Design ===&lt;br /&gt;
=== Portals ===&lt;br /&gt;
=== Using Groups ===&lt;br /&gt;
=== Making Your First Level ===&lt;br /&gt;
=== Creating a Level Pack File ===&lt;br /&gt;
&lt;br /&gt;
== Texturing ==&lt;br /&gt;
=== Texture Browser ===&lt;br /&gt;
=== Texture Mapping Types ===&lt;br /&gt;
=== UV Unwrapper Function ===&lt;br /&gt;
=== Using the UV Unwrapper ===&lt;br /&gt;
=== Face Properties ===&lt;br /&gt;
=== Using Custom Textures in RED ===&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
=== Light Object Properties ===&lt;br /&gt;
=== Over Brightening ===&lt;br /&gt;
=== Calculating Lightmaps and Lighting ===&lt;br /&gt;
&lt;br /&gt;
== Mover Groups ==&lt;br /&gt;
=== Keyframe Properties ===&lt;br /&gt;
=== Creating a Translating Mover ===&lt;br /&gt;
=== Creating a Rotating Mover ===&lt;br /&gt;
=== Movers in Movers ===&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
=== Select Object ===&lt;br /&gt;
=== Hide Object ===&lt;br /&gt;
=== Entities ===&lt;br /&gt;
==== Entity Properties ====&lt;br /&gt;
==== Entity State Animations ====&lt;br /&gt;
==== Entity Death Animations ====&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== AI Action Events ====&lt;br /&gt;
==== Catalyst Events ====&lt;br /&gt;
==== Level Events ====&lt;br /&gt;
==== Modifier Events ====&lt;br /&gt;
==== Special Events ====&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
==== Nav Points ====&lt;br /&gt;
==== Way Points ====&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
=== [[RED: List of Sounds|List of Sounds]] ===&lt;br /&gt;
==== [[RED: List of Sounds#Ambient|Ambient Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Creature|Creature Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Foley 1|Foley 1 Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Foley 2|Foley 2 Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#General|General Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Impact|Impact Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Vehicle|Vehicle Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Voice|Voice Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Weapon|Weapon Sounds]] ====&lt;br /&gt;
=== Adding Custom Sounds To Your Level ===&lt;br /&gt;
=== Adding EAX To Your Level ===&lt;br /&gt;
&lt;br /&gt;
== Advanced Design ==&lt;br /&gt;
=== Detail Brushes ===&lt;br /&gt;
=== How to Make Perfect Curves ===&lt;br /&gt;
=== Poly Reduction ===&lt;br /&gt;
=== Using Mesh Brushes ===&lt;br /&gt;
=== Exporting Your Level as a VRML ===&lt;br /&gt;
=== RED Report Generator ===&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
=== How To Make Glass ===&lt;br /&gt;
=== Creating a Skybox ===&lt;br /&gt;
=== Creating a Double Door with Frame ===&lt;br /&gt;
=== Creating Natural Areas in RED ===&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
=== Level Limits ===&lt;br /&gt;
=== Holes ===&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_List_of_Sounds&amp;diff=5485</id>
		<title>RED: List of Sounds</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_List_of_Sounds&amp;diff=5485"/>
		<updated>2014-11-09T18:00:20Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ambient ==&lt;br /&gt;
Amb_Arc_01.wav&lt;br /&gt;
Amb_Arc_02.wav&lt;br /&gt;
Amb_Bubbles_01.wav&lt;br /&gt;
Amb_Bubbles_02.wav&lt;br /&gt;
Amb_Burning_01.wav&lt;br /&gt;
Amb_Burning_02.wav&lt;br /&gt;
Amb_Burning_03.wav&lt;br /&gt;
Amb_Cave_01L.wav&lt;br /&gt;
Amb_Cave_01R.wav&lt;br /&gt;
Amb_Cave_02L.wav&lt;br /&gt;
Amb_Cave_02R.wav&lt;br /&gt;
Amb_Cave_03L.wav&lt;br /&gt;
Amb_Cave_03R.wav&lt;br /&gt;
Amb_Cave_04.wav&lt;br /&gt;
Amb_Cave_05.wav&lt;br /&gt;
Amb_Cave_06.wav&lt;br /&gt;
Amb_Cave_07.wav&lt;br /&gt;
Amb_Cave_08L.wav&lt;br /&gt;
Amb_Cave_08R.wav&lt;br /&gt;
Amb_Cave_09L.wav&lt;br /&gt;
Amb_Cave_09R.wav&lt;br /&gt;
Amb_Computer_01.wav&lt;br /&gt;
Amb_Computer_02.wav&lt;br /&gt;
Amb_Computer_03.wav&lt;br /&gt;
Amb_Computer_04.wav&lt;br /&gt;
Amb_DirtFall.wav&lt;br /&gt;
Amb_Drips_01.wav&lt;br /&gt;
Amb_Drips_02.wav&lt;br /&gt;
Amb_Drone_01.wav&lt;br /&gt;
Amb_Drone_02.wav&lt;br /&gt;
Amb_Drone_03.wav&lt;br /&gt;
Amb_Drone_04.wav&lt;br /&gt;
Amb_Drone_05.wav&lt;br /&gt;
Amb_Drone_06.wav&lt;br /&gt;
Amb_Drone_07.wav&lt;br /&gt;
Amb_Drone_08.wav&lt;br /&gt;
Amb_Electricity_01.wav&lt;br /&gt;
Amb_Energy.wav&lt;br /&gt;
Amb_Energy_01.wav&lt;br /&gt;
Amb_Energy_02.wav&lt;br /&gt;
Amb_Fan_01.wav&lt;br /&gt;
Amb_Fan_02.wav&lt;br /&gt;
Amb_Fan_03.wav&lt;br /&gt;
Amb_Generator_01.wav&lt;br /&gt;
Amb_Generator_02.wav&lt;br /&gt;
Amb_Generator_03.wav&lt;br /&gt;
Amb_Industrial_01.wav&lt;br /&gt;
Amb_Industrial_02.wav&lt;br /&gt;
Amb_Industrial_03.wav&lt;br /&gt;
Amb_Industrial_04.wav&lt;br /&gt;
Amb_Industrial_05.wav&lt;br /&gt;
Amb_Industrial_06.wav&lt;br /&gt;
Amb_Lava_01.wav&lt;br /&gt;
Amb_Lava_02.wav&lt;br /&gt;
Amb_LavaBurn_01.wav&lt;br /&gt;
Amb_Quake_01.wav&lt;br /&gt;
Amb_Quake_02.wav&lt;br /&gt;
Amb_Quake_03.wav&lt;br /&gt;
Amb_Radio_01.wav&lt;br /&gt;
Amb_Radio_02.wav&lt;br /&gt;
Amb_Radio_03.wav&lt;br /&gt;
Amb_Radio_04.wav&lt;br /&gt;
Amb_Radio_05.wav&lt;br /&gt;
Amb_Radio_06.wav&lt;br /&gt;
Amb_Radio_07.wav&lt;br /&gt;
Amb_Radio_08.wav&lt;br /&gt;
Amb_Radio_09.wav&lt;br /&gt;
Amb_Radio_10.wav&lt;br /&gt;
Amb_RocketBurn_L.wav&lt;br /&gt;
Amb_RocketBurn_R.wav&lt;br /&gt;
Amb_Room_01.wav&lt;br /&gt;
Amb_Room_02.wav&lt;br /&gt;
Amb_Room_03.wav&lt;br /&gt;
Amb_Room_04.wav&lt;br /&gt;
Amb_Room_05.wav&lt;br /&gt;
Amb_Room_06.wav&lt;br /&gt;
Amb_Room_07.wav&lt;br /&gt;
Amb_Room_08.wav&lt;br /&gt;
Amb_Room_09.wav&lt;br /&gt;
Amb_Room_10.wav&lt;br /&gt;
Amb_Room_11.wav&lt;br /&gt;
Amb_Rumble.wav&lt;br /&gt;
Amb_Shield.wav&lt;br /&gt;
Amb_Steam_01.wav&lt;br /&gt;
Amb_Steam_02.wav&lt;br /&gt;
Amb_Steam_03.wav&lt;br /&gt;
Amb_Steam_04.wav&lt;br /&gt;
Amb_Steam_05.wav&lt;br /&gt;
Amb_Vent_01.wav&lt;br /&gt;
Amb_Vent_02.wav&lt;br /&gt;
Amb_Vent_03.wav&lt;br /&gt;
Amb_Water_01.wav&lt;br /&gt;
Amb_Water_02.wav&lt;br /&gt;
Amb_Water_03.wav&lt;br /&gt;
Amb_Water_04.wav&lt;br /&gt;
Amb_Water_Fall_01.wav&lt;br /&gt;
Amb_Water_Fall_02.wav&lt;br /&gt;
Amb_WaterFall_01.wav&lt;br /&gt;
Amb_WaterFall_02.wav&lt;br /&gt;
Amb_WaterFall_03.wav&lt;br /&gt;
Amb_WaterFall_04.wav&lt;br /&gt;
Amb_Wind_01.wav&lt;br /&gt;
Amb_Wind_02.wav&lt;br /&gt;
Amb_Wind_03.wav&lt;br /&gt;
== Creature ==&lt;br /&gt;
Admin_bot_alert.wav&lt;br /&gt;
Admin_bot_die.wav&lt;br /&gt;
Admin_bot_hit.wav&lt;br /&gt;
Admin_bot_loop.wav&lt;br /&gt;
Bat_cry1.wav&lt;br /&gt;
Bat_cry2.wav&lt;br /&gt;
Bat_cry3.wav&lt;br /&gt;
Bat_die1.wav&lt;br /&gt;
Bat_die2.wav&lt;br /&gt;
Bat_die3.wav&lt;br /&gt;
bat_fly_fast.wav&lt;br /&gt;
bat_fly_slow.wav&lt;br /&gt;
Bat_fly1.wav&lt;br /&gt;
bat_idle.wav&lt;br /&gt;
BReeper_alert.wav&lt;br /&gt;
Breeper_Attack_01.wav&lt;br /&gt;
Breeper_Attack_02.wav&lt;br /&gt;
BReeper_die.wav&lt;br /&gt;
Breeper_Foot_01.wav&lt;br /&gt;
Breeper_Foot_02.wav&lt;br /&gt;
Breeper_Foot_03.wav&lt;br /&gt;
Breeper_Foot_04.wav&lt;br /&gt;
Breeper_Foot_05.wav&lt;br /&gt;
Breeper_Foot_06.wav&lt;br /&gt;
BReeper_hit1.wav&lt;br /&gt;
BReeper_hit2.wav&lt;br /&gt;
BReeper_Idle.wav&lt;br /&gt;
BSlap.wav&lt;br /&gt;
BSnake_Bite.wav&lt;br /&gt;
BSnake_death.wav&lt;br /&gt;
BSnake_Spit.wav&lt;br /&gt;
Cutter_attack.wav&lt;br /&gt;
Cutter_die.wav&lt;br /&gt;
Cutter_Fly.wav&lt;br /&gt;
Cutter_hit1.wav&lt;br /&gt;
Cutter_hit2.wav&lt;br /&gt;
Drone_Attack_01.wav&lt;br /&gt;
Grabber_Alert.wav&lt;br /&gt;
Grabber_die.wav&lt;br /&gt;
Grabber_Fly.wav&lt;br /&gt;
Grabber_hit1.wav&lt;br /&gt;
Grabber_hit2.wav&lt;br /&gt;
Grabber_Pickup.wav&lt;br /&gt;
LgBot1_hit3.wav&lt;br /&gt;
LgBot1_hit4.wav&lt;br /&gt;
LgBot2_alert.wav&lt;br /&gt;
LgBot2_die.wav&lt;br /&gt;
LgBot2_fly.wav&lt;br /&gt;
MdBot1_hit1.wav&lt;br /&gt;
MdBot1_hit2.wav&lt;br /&gt;
MdBot1_hit3.wav&lt;br /&gt;
MdBot1_hit4.wav&lt;br /&gt;
MdBot2_alert.wav&lt;br /&gt;
Meca_Close.wav&lt;br /&gt;
Meca_Open.wav&lt;br /&gt;
Mutant_Alert_01.wav&lt;br /&gt;
Mutant_attack_01.wav&lt;br /&gt;
Mutant_attack_02.wav&lt;br /&gt;
Mutant_Death.wav&lt;br /&gt;
Mutant_hit_back.wav&lt;br /&gt;
Mutant_hit_front.wav&lt;br /&gt;
Mutant_Idle_01.wav&lt;br /&gt;
Mutant_Idle_02.wav&lt;br /&gt;
Mutant_Pain_01.wav&lt;br /&gt;
Mutant_Pain_02.wav&lt;br /&gt;
Mutant_Pain_03.wav&lt;br /&gt;
Mutant_Pain_04.wav&lt;br /&gt;
Mutant_Squash_01.wav&lt;br /&gt;
Mutant_Squash_02.wav&lt;br /&gt;
Mutant_Stand.wav&lt;br /&gt;
Mutant_Swing.wav&lt;br /&gt;
Mutant2_Attack.wav&lt;br /&gt;
Mutant2_Death.wav&lt;br /&gt;
Mutant2_Idle.wav&lt;br /&gt;
Mutant2_Pain_01.wav&lt;br /&gt;
Mutant2_Pain_02.wav&lt;br /&gt;
Mutant2_Squash_01.wav&lt;br /&gt;
Mutant2_Squash_02.wav&lt;br /&gt;
Mutant2_Stand.wav&lt;br /&gt;
Reeper_Alert_01.wav&lt;br /&gt;
Reeper_Alert_02.wav&lt;br /&gt;
Reeper_Attack_01.wav&lt;br /&gt;
Reeper_Attack_02.wav&lt;br /&gt;
Reeper_Die.wav&lt;br /&gt;
Reeper_Foot_01.wav&lt;br /&gt;
Reeper_Foot_02.wav&lt;br /&gt;
Reeper_Foot_03.wav&lt;br /&gt;
Reeper_Foot_04.wav&lt;br /&gt;
Reeper_Foot_05.wav&lt;br /&gt;
Reeper_Foot_06.wav&lt;br /&gt;
Reeper_Idle_01.wav&lt;br /&gt;
Reeper_Pain_01.wav&lt;br /&gt;
Reeper_Pain_02.wav&lt;br /&gt;
RSnake_attack.wav&lt;br /&gt;
RSnake_Bite.wav&lt;br /&gt;
RSnake_death.wav&lt;br /&gt;
RSnake_move.wav&lt;br /&gt;
RSnake_screech.wav&lt;br /&gt;
RSnake_Spit.wav&lt;br /&gt;
SCre_Die_01.wav&lt;br /&gt;
SCre_Idle_01.wav&lt;br /&gt;
SCre_Idle_02.wav&lt;br /&gt;
SCre_Idle_03.wav&lt;br /&gt;
SCre_Idle_04.wav&lt;br /&gt;
SCre_Pain_01.wav&lt;br /&gt;
SCre_Pain_02.wav&lt;br /&gt;
SCre_Pain_03.wav&lt;br /&gt;
SCre_Pain_04.wav&lt;br /&gt;
SCre_Ram_01.wav&lt;br /&gt;
SCre_Ram_02.wav&lt;br /&gt;
SCre_RamSub_01.wav&lt;br /&gt;
SCre_RamSub_02.wav&lt;br /&gt;
SCrea_Attack_01.wav&lt;br /&gt;
SCrea_Attack_02.wav&lt;br /&gt;
Servo_01.wav&lt;br /&gt;
Servo_02.wav&lt;br /&gt;
Servo_03.wav&lt;br /&gt;
Servo_04.wav&lt;br /&gt;
SmBot1_alert.wav&lt;br /&gt;
SmBot1_fly.wav&lt;br /&gt;
SmBot1_hit1.wav&lt;br /&gt;
SmBot1_hit2.wav&lt;br /&gt;
SmBot2_die.wav&lt;br /&gt;
Snake_Move_01.wav&lt;br /&gt;
Snake_Move_02.wav&lt;br /&gt;
Snake_Move_03.wav&lt;br /&gt;
Snake_Move_04.wav&lt;br /&gt;
Sonar_Wave_01.wav&lt;br /&gt;
Sonar_Wave_02.wav&lt;br /&gt;
Spike_Alert.wav&lt;br /&gt;
Spike_Attack_01.wav&lt;br /&gt;
Spike_Attack_02.wav&lt;br /&gt;
Spike_Attack_03.wav&lt;br /&gt;
Spike_die.wav&lt;br /&gt;
Spike_hit1.wav&lt;br /&gt;
Spike_hit2.wav&lt;br /&gt;
Spike_idle.wav&lt;br /&gt;
Spike_Open.wav&lt;br /&gt;
Spit_Hit_01.wav&lt;br /&gt;
Spit_Hit_02.wav&lt;br /&gt;
Spit_Hit_03.wav&lt;br /&gt;
Tankbot_Attack_Guns.wav&lt;br /&gt;
Tankbot_Attack_Melee.wav&lt;br /&gt;
Tankbot_Lgpain_01.wav&lt;br /&gt;
Tankbot_Lgpain_02.wav&lt;br /&gt;
Tankbot_Lgpain_03.wav&lt;br /&gt;
Tankbot_Smpain_01.wav&lt;br /&gt;
Tankbot_Smpain_02.wav&lt;br /&gt;
Tankbot_Smpain_03.wav&lt;br /&gt;
Wing_Flap_01.wav&lt;br /&gt;
Wing_Flap_02.wav&lt;br /&gt;
Wing_Flap_03.wav&lt;br /&gt;
Wing_Flap_04.wav&lt;br /&gt;
&lt;br /&gt;
== Foley 1 ==&lt;br /&gt;
Admin_Squash_01.wav&lt;br /&gt;
Admin_Squash_02.wav&lt;br /&gt;
Body_Drop.wav&lt;br /&gt;
Body_Lift.wav&lt;br /&gt;
Breath.wav&lt;br /&gt;
CapekDeath_Generic.wav&lt;br /&gt;
CasingDrop_E01.wav&lt;br /&gt;
CasingDrop_E02.wav&lt;br /&gt;
CasingDrop_E03.wav&lt;br /&gt;
CasingDrop_E04.wav&lt;br /&gt;
CasingDrop_M01.wav&lt;br /&gt;
CasingDrop_M02.wav&lt;br /&gt;
CasingDrop_M03.wav&lt;br /&gt;
CasingDrop_M04.wav&lt;br /&gt;
Climb_F_Left.wav&lt;br /&gt;
Climb_F_Right.wav&lt;br /&gt;
Climb_Left.wav&lt;br /&gt;
Climb_Right.wav&lt;br /&gt;
Crawl_01.wav&lt;br /&gt;
Crawl_02.wav&lt;br /&gt;
Crawl_03.wav&lt;br /&gt;
Crawl_04.wav&lt;br /&gt;
Die_01.wav&lt;br /&gt;
Die_02.wav&lt;br /&gt;
DropHelmet_01.wav&lt;br /&gt;
DropHelmet_02.wav&lt;br /&gt;
DropHelmet_03.wav&lt;br /&gt;
DropHelmet_04.wav&lt;br /&gt;
Footsidestep_01.wav&lt;br /&gt;
Footsidestep_02.wav&lt;br /&gt;
FootSlide.wav&lt;br /&gt;
Fp_asslt_ammocheck.wav&lt;br /&gt;
Fp_asslt_gripopen.wav&lt;br /&gt;
Fp_asslt_handstretch.wav&lt;br /&gt;
Fp_asslt_reload.wav&lt;br /&gt;
FP_charge_draw.wav&lt;br /&gt;
FP_charge_idlerub.wav&lt;br /&gt;
FP_charge_idletap.wav&lt;br /&gt;
FP_charge_throw.wav&lt;br /&gt;
FP_det_idle_check.wav&lt;br /&gt;
FP_det_idle_stretch.wav&lt;br /&gt;
FP_detonator_draw.wav&lt;br /&gt;
FP_detonator_fire.wav&lt;br /&gt;
Fp_flame_altfire.wav&lt;br /&gt;
Fp_flame_idlecheck.wav&lt;br /&gt;
Fp_flame_idletap.wav&lt;br /&gt;
Fp_flame_reload.wav&lt;br /&gt;
Fp_flame_switch.wav&lt;br /&gt;
FP_glock_draw.wav&lt;br /&gt;
FP_glock_flex.wav&lt;br /&gt;
FP_glock_holster.wav&lt;br /&gt;
FP_glock_look.wav&lt;br /&gt;
FP_glock_reload.wav&lt;br /&gt;
FP_glock_silencer_off.wav&lt;br /&gt;
FP_glock_silencer_on.wav&lt;br /&gt;
Fp_gren_idlecheck.wav&lt;br /&gt;
Fp_gren_pinpulltoss.wav&lt;br /&gt;
Fp_gren_spin.wav&lt;br /&gt;
Fp_gren_twistthrow.wav&lt;br /&gt;
Fp_hmg_idlecheck.wav&lt;br /&gt;
Fp_hmg_idlesweep.wav&lt;br /&gt;
Fp_hmg_reload.wav&lt;br /&gt;
Fp_mcpl_idletop_flex.wav&lt;br /&gt;
Fp_mcpl_idletop_hit.wav&lt;br /&gt;
Fp_mcpl_reload_bottom.wav&lt;br /&gt;
Fp_mcpl_reload_top.wav&lt;br /&gt;
Fp_mcpl_switch.wav&lt;br /&gt;
Fp_mcpl_switchback.wav&lt;br /&gt;
FP_rail_idlecheck.wav&lt;br /&gt;
FP_rail_idleturn.wav&lt;br /&gt;
FP_rail_reload.wav&lt;br /&gt;
FP_riot_attack.wav&lt;br /&gt;
FP_riot_attack_taser.wav&lt;br /&gt;
FP_riot_draw.wav&lt;br /&gt;
FP_riot_holster.wav&lt;br /&gt;
FP_riot_idle.wav&lt;br /&gt;
FP_riot_idle_hit.wav&lt;br /&gt;
FP_riot_reload.wav&lt;br /&gt;
FP_riot_toss.wav&lt;br /&gt;
FP_riotshield_attack.wav&lt;br /&gt;
FP_riotshield_block.wav&lt;br /&gt;
FP_riotshield_flex.wav&lt;br /&gt;
FP_riotshield_idlelow.wav&lt;br /&gt;
Fp_rocket_ammocheck.wav&lt;br /&gt;
Fp_rocket_draw.wav&lt;br /&gt;
Fp_rocket_fire.wav&lt;br /&gt;
Fp_rocket_holster.wav&lt;br /&gt;
Fp_rocket_reload.wav&lt;br /&gt;
Fp_rocket_screenwipe.wav&lt;br /&gt;
Fp_scopear_idlescope.wav&lt;br /&gt;
Fp_scopear_idleturn.wav&lt;br /&gt;
Fp_scopear_reload.wav&lt;br /&gt;
Fp_shol_fire.wav&lt;br /&gt;
Fp_shol_idlemonitor.wav&lt;br /&gt;
Fp_shol_idlewipe.wav&lt;br /&gt;
Fp_shol_reload.wav&lt;br /&gt;
FP_shotgun_fire_slow.wav&lt;br /&gt;
FP_shotgun_idle_stretch.wav&lt;br /&gt;
FP_shotgun_idle_sweep.wav&lt;br /&gt;
FP_shotgun_reload_finish.wav&lt;br /&gt;
FP_sniper_draw.wav&lt;br /&gt;
FP_sniper_holster.wav&lt;br /&gt;
FP_sniper_reload.wav&lt;br /&gt;
FP_sniper_scope.wav&lt;br /&gt;
FP_sniper_scratch.wav&lt;br /&gt;
Gasp_01.wav&lt;br /&gt;
Gasp_02.wav&lt;br /&gt;
Gib_01.wav&lt;br /&gt;
Gib_02.wav&lt;br /&gt;
Gib_03.wav&lt;br /&gt;
Gib_04.wav&lt;br /&gt;
HumanDeath_Alternate.wav&lt;br /&gt;
HumanDeath_Backward.wav&lt;br /&gt;
HumanDeath_Blast_02.wav&lt;br /&gt;
HumanDeath_BlastBackward.wav&lt;br /&gt;
HumanDeath_BlastForward.wav&lt;br /&gt;
HumanDeath_Chest_01.wav&lt;br /&gt;
HumanDeath_Chest_02.wav&lt;br /&gt;
HumanDeath_ChestBackward.wav&lt;br /&gt;
HumanDeath_ChestForward.wav&lt;br /&gt;
HumanDeath_ChestForwardSlow.wav&lt;br /&gt;
HumanDeath_Crouch.wav&lt;br /&gt;
HumanDeath_Crouch_02.wav&lt;br /&gt;
HumanDeath_CrouchBack.wav&lt;br /&gt;
HumanDeath_Forward.wav&lt;br /&gt;
HumanDeath_Forward_02.wav&lt;br /&gt;
HumanDeath_Generic.wav&lt;br /&gt;
HumanDeath_Generic_02.wav&lt;br /&gt;
HumanDeath_Generic_03.wav&lt;br /&gt;
HumanDeath_Generic_04.wav&lt;br /&gt;
HumanDeath_Generic_05.wav&lt;br /&gt;
HumanDeath_Head_02a.wav&lt;br /&gt;
HumanDeath_Head_02b.wav&lt;br /&gt;
HumanDeath_HeadBackward.wav&lt;br /&gt;
HumanDeath_HeadBackward_02.wav&lt;br /&gt;
HumanDeath_HeadForward.wav&lt;br /&gt;
HumanDeath_Leg_01.wav&lt;br /&gt;
HumanDeath_Leg_02.wav&lt;br /&gt;
HumanDeath_Leg_03.wav&lt;br /&gt;
HumanDeath_LegLeft.wav&lt;br /&gt;
HumanDeath_LegRight.wav&lt;br /&gt;
Jump_01.wav&lt;br /&gt;
Jump_02.wav&lt;br /&gt;
Jump_03.wav&lt;br /&gt;
Jump_04.wav&lt;br /&gt;
Jump_05.wav&lt;br /&gt;
Jump_06.wav&lt;br /&gt;
JumpHurt_01.wav&lt;br /&gt;
JumpHurt_02.wav&lt;br /&gt;
JumpLand_01.wav&lt;br /&gt;
JumpLand_02.wav&lt;br /&gt;
JumpLand_03.wav&lt;br /&gt;
JumpLand_04.wav&lt;br /&gt;
JumpLand_05.wav&lt;br /&gt;
JumpLand_06.wav&lt;br /&gt;
JumpLand_07.wav&lt;br /&gt;
L2S2_Prisoner_Foley.wav&lt;br /&gt;
Medic_Death.wav&lt;br /&gt;
Medic_Heal.wav&lt;br /&gt;
Medic_Idle.wav&lt;br /&gt;
Miner_Beats_Guard.wav&lt;br /&gt;
Player_Die_01.wav&lt;br /&gt;
Player_Die_02.wav&lt;br /&gt;
Player_Die_03.wav&lt;br /&gt;
Player_Die_04.wav&lt;br /&gt;
Player_Die_05.wav&lt;br /&gt;
Player_Die_06.wav&lt;br /&gt;
Player_Lgpain_01.wav&lt;br /&gt;
Player_Lgpain_02.wav&lt;br /&gt;
Player_Lgpain_03.wav&lt;br /&gt;
Player_Lgpain_04.wav&lt;br /&gt;
Player_Smpain_01.wav&lt;br /&gt;
Player_Smpain_02.wav&lt;br /&gt;
Player_Smpain_03.wav&lt;br /&gt;
Player_Smpain_04.wav&lt;br /&gt;
rshield_impact_01.wav&lt;br /&gt;
rshield_impact_02.wav&lt;br /&gt;
rshield_impact_03.wav&lt;br /&gt;
rshield_impact_04.wav&lt;br /&gt;
Splash_In.wav&lt;br /&gt;
Splash_out.wav&lt;br /&gt;
Squash_01.wav&lt;br /&gt;
Squash_02.wav&lt;br /&gt;
Squash_03.wav&lt;br /&gt;
Squash_04.wav&lt;br /&gt;
Startle_01.wav&lt;br /&gt;
Startle_02.wav&lt;br /&gt;
Swim_01.wav&lt;br /&gt;
Swim_Left.wav&lt;br /&gt;
Swim_Right.wav&lt;br /&gt;
Tech_Death.wav&lt;br /&gt;
tech_death_spin_l.wav&lt;br /&gt;
tech_death_spin_r.wav&lt;br /&gt;
tech_idle.wav&lt;br /&gt;
ult3_idle_handstretch.wav&lt;br /&gt;
ult3_idle_legscratch.wav&lt;br /&gt;
ult3_idle_radarlook.wav&lt;br /&gt;
ult3_idle_reload.wav&lt;br /&gt;
Ultor_Draw.wav&lt;br /&gt;
Ultor_Idle_hithead.wav&lt;br /&gt;
Ultor_Idle_look.wav&lt;br /&gt;
Ultor_Reload.wav&lt;br /&gt;
Underwater_01.wav&lt;br /&gt;
Underwater_02.wav&lt;br /&gt;
Walk_BrokenGlass_01.wav&lt;br /&gt;
Walk_BrokenGlass_02.wav&lt;br /&gt;
Walk_BrokenGlass_03.wav&lt;br /&gt;
Walk_BrokenGlass_04.wav&lt;br /&gt;
Walk_BrokenGlass_05.wav&lt;br /&gt;
Walk_BrokenGlass_06.wav&lt;br /&gt;
Walk_Glass_01.wav&lt;br /&gt;
Walk_Glass_02.wav&lt;br /&gt;
Walk_Glass_03.wav&lt;br /&gt;
Walk_Glass_04.wav&lt;br /&gt;
Walk_Glass_05.wav&lt;br /&gt;
Walk_Glass_06.wav&lt;br /&gt;
Walk_Gravel_01.wav&lt;br /&gt;
Walk_Gravel_02.wav&lt;br /&gt;
Walk_Gravel_03.wav&lt;br /&gt;
Walk_Gravel_04.wav&lt;br /&gt;
Walk_Gravel_05.wav&lt;br /&gt;
Walk_Gravel_06.wav&lt;br /&gt;
Walk_Ice_01.wav&lt;br /&gt;
Walk_Ice_02.wav&lt;br /&gt;
Walk_Ice_03.wav&lt;br /&gt;
Walk_Ice_04.wav&lt;br /&gt;
Walk_Ice_05.wav&lt;br /&gt;
Walk_Ice_06.wav&lt;br /&gt;
Walk_Metal_01.wav&lt;br /&gt;
Walk_Metal_02.wav&lt;br /&gt;
Walk_Metal_03.wav&lt;br /&gt;
Walk_Metal_04.wav&lt;br /&gt;
Walk_Metal_05.wav&lt;br /&gt;
Walk_Metal_06.wav&lt;br /&gt;
Walk_Solid_01.wav&lt;br /&gt;
Walk_Solid_02.wav&lt;br /&gt;
Walk_Solid_03.wav&lt;br /&gt;
Walk_Solid_04.wav&lt;br /&gt;
Walk_Solid_05.wav&lt;br /&gt;
Walk_Solid_06.wav&lt;br /&gt;
Walk_Water_01.wav&lt;br /&gt;
Walk_Water_02.wav&lt;br /&gt;
Walk_Water_03.wav&lt;br /&gt;
Walk_Water_04.wav&lt;br /&gt;
&lt;br /&gt;
== Foley 2 ==&lt;br /&gt;
Alarm_01.wav&lt;br /&gt;
Alarm_02.wav&lt;br /&gt;
Alarm_03.wav&lt;br /&gt;
Alarm_04.wav&lt;br /&gt;
Alarm_05.wav&lt;br /&gt;
Alarm_loop.wav&lt;br /&gt;
Arc_01.wav&lt;br /&gt;
Arc_02.wav&lt;br /&gt;
Beep_01.wav&lt;br /&gt;
Bubbles_01.wav&lt;br /&gt;
Bubbles_02.wav&lt;br /&gt;
Burning_01.wav&lt;br /&gt;
Burning_02.wav&lt;br /&gt;
Burning_03.wav&lt;br /&gt;
Cart_End.wav&lt;br /&gt;
Cart_Loop.wav&lt;br /&gt;
Cart_Start.wav&lt;br /&gt;
Cave-in_01.wav&lt;br /&gt;
Cave-in_02.wav&lt;br /&gt;
Cave-in_03.wav&lt;br /&gt;
Console_Large_01.wav&lt;br /&gt;
Console_Large_02.wav&lt;br /&gt;
Console_Large_03.wav&lt;br /&gt;
Console_Small_01.wav&lt;br /&gt;
Console_Small_02.wav&lt;br /&gt;
Console_Small_03.wav&lt;br /&gt;
Crank_Turn.wav&lt;br /&gt;
Crate_close_01.wav&lt;br /&gt;
Crate_close_02.wav&lt;br /&gt;
Crate_open_01.wav&lt;br /&gt;
Crate_open_02.wav&lt;br /&gt;
crush_01.wav&lt;br /&gt;
crush_02.wav&lt;br /&gt;
crusher_01.wav&lt;br /&gt;
crusher_02.wav&lt;br /&gt;
crusher_03.wav&lt;br /&gt;
debris_01.wav&lt;br /&gt;
debris_02.wav&lt;br /&gt;
debris_03.wav&lt;br /&gt;
debris_04.wav&lt;br /&gt;
debris_05.wav&lt;br /&gt;
debris_06.wav&lt;br /&gt;
debris_07.wav&lt;br /&gt;
debris_08.wav&lt;br /&gt;
DirtFall.wav&lt;br /&gt;
Door_Malfunction.wav&lt;br /&gt;
DoorClose_01.wav&lt;br /&gt;
DoorClose_02.wav&lt;br /&gt;
DoorClose_03.wav&lt;br /&gt;
DoorClose_04.wav&lt;br /&gt;
DoorClose_05.wav&lt;br /&gt;
DoorClose_06.wav&lt;br /&gt;
DoorEnd_01.wav&lt;br /&gt;
DoorEnd_02.wav&lt;br /&gt;
DoorEnd_03.wav&lt;br /&gt;
DoorEnd_04.wav&lt;br /&gt;
DoorEnd_05.wav&lt;br /&gt;
DoorEnd_06.wav&lt;br /&gt;
DoorEnd_07.wav&lt;br /&gt;
DoorEnd_08.wav&lt;br /&gt;
DoorEnd_09.wav&lt;br /&gt;
DoorEnd_10.wav&lt;br /&gt;
DoorLoop_.70.wav&lt;br /&gt;
DoorLoop_.70_2.wav&lt;br /&gt;
DoorLoop_.75.wav&lt;br /&gt;
DoorLoop_01.wav&lt;br /&gt;
DoorLoop_05.wav&lt;br /&gt;
DoorLoop_08.wav&lt;br /&gt;
DoorLoop_09.wav&lt;br /&gt;
DoorLoop_10.wav&lt;br /&gt;
DoorLoop_2.5.wav&lt;br /&gt;
DoorOpen_01.wav&lt;br /&gt;
DoorOpen_02.wav&lt;br /&gt;
DoorOpen_03.wav&lt;br /&gt;
DoorOpen_04.wav&lt;br /&gt;
DoorOpen_05.wav&lt;br /&gt;
DoorOpen_06.wav&lt;br /&gt;
DoorOpen_07.wav&lt;br /&gt;
DoorOpen_08.wav&lt;br /&gt;
DoorOpen_09.wav&lt;br /&gt;
DoorOpen_10.wav&lt;br /&gt;
Drips_01.wav&lt;br /&gt;
Drips_02.wav&lt;br /&gt;
DrumBoom_01.wav&lt;br /&gt;
Electric_Arc_01.wav&lt;br /&gt;
Electric_Arc_02.wav&lt;br /&gt;
Elevator_Chime_01.wav&lt;br /&gt;
Elevator_Chime_02.wav&lt;br /&gt;
Energy.wav&lt;br /&gt;
Energy_01.wav&lt;br /&gt;
Energy_02.wav&lt;br /&gt;
Fan_01.wav&lt;br /&gt;
Fan_02.wav&lt;br /&gt;
Fan_03.wav&lt;br /&gt;
Gate_Close.wav&lt;br /&gt;
Gate_End.wav&lt;br /&gt;
Gate_Large_Close.wav&lt;br /&gt;
Gate_Large_Open.wav&lt;br /&gt;
Gate_Large_Squeak.wav&lt;br /&gt;
Gate_Loop_01.wav&lt;br /&gt;
Gate_Open.wav&lt;br /&gt;
Gen_Loop.wav&lt;br /&gt;
Gen_off.wav&lt;br /&gt;
Gen_On.wav&lt;br /&gt;
Generator_01.wav&lt;br /&gt;
Generator_02.wav&lt;br /&gt;
Generator_03.wav&lt;br /&gt;
Geodebris_01.wav&lt;br /&gt;
Geodebris_02.wav&lt;br /&gt;
Geodebris_03.wav&lt;br /&gt;
Geodebris_04.wav&lt;br /&gt;
Geodebris_05.wav&lt;br /&gt;
Geodebris_06.wav&lt;br /&gt;
Geomod_01.wav&lt;br /&gt;
Geomod_02.wav&lt;br /&gt;
Geomod_03.wav&lt;br /&gt;
Geomod_04.wav&lt;br /&gt;
Geomod_05.wav&lt;br /&gt;
Geomod_06.wav&lt;br /&gt;
Geomod_07.wav&lt;br /&gt;
Geomod_08.wav&lt;br /&gt;
Geomod_09.wav&lt;br /&gt;
Geomod_10.wav&lt;br /&gt;
Geomod_11.wav&lt;br /&gt;
Geomod_12.wav&lt;br /&gt;
Geomod_13.wav&lt;br /&gt;
Glass_Break_01.wav&lt;br /&gt;
Glass_Break_02.wav&lt;br /&gt;
Glass_Break_03.wav&lt;br /&gt;
Glass_Drop_01.wav&lt;br /&gt;
Glass_Drop_02.wav&lt;br /&gt;
Glass_Drop_03.wav&lt;br /&gt;
Glass_Drop_04.wav&lt;br /&gt;
Glass_Drop_05.wav&lt;br /&gt;
Glass_Drop_06.wav&lt;br /&gt;
Glass_Smash_01.wav&lt;br /&gt;
Glass_Smash_02.wav&lt;br /&gt;
Glass_Smash_03.wav&lt;br /&gt;
Glass_Smash_04.wav&lt;br /&gt;
Gren_Bounce_01.wav&lt;br /&gt;
Gren_Bounce_02.wav&lt;br /&gt;
Gren_Bounce_03.wav&lt;br /&gt;
Gren_Bounce_04.wav&lt;br /&gt;
Gun_Hit_Glass.wav&lt;br /&gt;
HatchClose_01.wav&lt;br /&gt;
HatchOpen_01.wav&lt;br /&gt;
Ice_Break_01.wav&lt;br /&gt;
Ice_Break_02.wav&lt;br /&gt;
Ice_Break_03.wav&lt;br /&gt;
Jolt_01.wav&lt;br /&gt;
Jolt_02.wav&lt;br /&gt;
Jolt_03.wav&lt;br /&gt;
Jolt_04.wav&lt;br /&gt;
Jolt_05.wav&lt;br /&gt;
LavaBurn_01.wav&lt;br /&gt;
Lift_Animation.wav&lt;br /&gt;
Lift_Hit_Ground.wav&lt;br /&gt;
Lift_Loop.wav&lt;br /&gt;
Lift_Loop_01.wav&lt;br /&gt;
Lift_Loop_02.wav&lt;br /&gt;
Lift_Loop_03.wav&lt;br /&gt;
Lift_Loop_04.wav&lt;br /&gt;
Lift_Loop_05.wav&lt;br /&gt;
Lift_Start.wav&lt;br /&gt;
Lift_Start_01.wav&lt;br /&gt;
Lift_Start_02.wav&lt;br /&gt;
Lift_Start_03.wav&lt;br /&gt;
Lift_Start_04.wav&lt;br /&gt;
Lift_Start_05.wav&lt;br /&gt;
Lift_Stop.wav&lt;br /&gt;
Lift_Stop_01.wav&lt;br /&gt;
Lift_Stop_02.wav&lt;br /&gt;
Lift_Stop_03.wav&lt;br /&gt;
Lift_Stop_04.wav&lt;br /&gt;
Lift_Stop_05.wav&lt;br /&gt;
Locker_Close_01.wav&lt;br /&gt;
Locker_Close_01a.wav&lt;br /&gt;
Locker_Close_02.wav&lt;br /&gt;
Locker_Open_01.wav&lt;br /&gt;
Locker_Open_02.wav&lt;br /&gt;
Metal_Creak_01.wav&lt;br /&gt;
Metal_Creak_02.wav&lt;br /&gt;
Metal_Creak_03.wav&lt;br /&gt;
Monitor_Break_01.wav&lt;br /&gt;
Monitor_Break_02.wav&lt;br /&gt;
Monitor_Break_03.wav&lt;br /&gt;
Monitor_Break_04.wav&lt;br /&gt;
Pressure.wav&lt;br /&gt;
Quake_03.wav&lt;br /&gt;
Rattle_01.wav&lt;br /&gt;
Rattle_02.wav&lt;br /&gt;
Rattle_03.wav&lt;br /&gt;
Rattle_04.wav&lt;br /&gt;
reactor_blast.wav&lt;br /&gt;
reactor_breakup.wav&lt;br /&gt;
rockfall.wav&lt;br /&gt;
Rumble_01.wav&lt;br /&gt;
Shield.wav&lt;br /&gt;
Shield_Off.wav&lt;br /&gt;
Shield_On.wav&lt;br /&gt;
ShieldHit_01.wav&lt;br /&gt;
ShieldHit_02.wav&lt;br /&gt;
ShieldHit_03.wav&lt;br /&gt;
Ship_animation.wav&lt;br /&gt;
Slide_Open.wav&lt;br /&gt;
Slide_Shut.wav&lt;br /&gt;
Solid_Break_01.wav&lt;br /&gt;
Solid_Break_02.wav&lt;br /&gt;
Solid_Break_03.wav&lt;br /&gt;
Steam_01.wav&lt;br /&gt;
Steam_02.wav&lt;br /&gt;
Steam_03.wav&lt;br /&gt;
Steam_04.wav&lt;br /&gt;
Steam_05.wav&lt;br /&gt;
Sub_Crane_01.wav&lt;br /&gt;
Sub_Drop_01.wav&lt;br /&gt;
Switch_01.wav&lt;br /&gt;
Switch_02.wav&lt;br /&gt;
Switch_03.wav&lt;br /&gt;
Switch_04.wav&lt;br /&gt;
Switch_05.wav&lt;br /&gt;
tick.wav&lt;br /&gt;
use_Book_01.wav&lt;br /&gt;
use_Book_02.wav&lt;br /&gt;
use_coffee_maker.wav&lt;br /&gt;
use_Drinking_Fountain_01.wav&lt;br /&gt;
use_Drinking_Fountain_02.wav&lt;br /&gt;
use_Magazine_01.wav&lt;br /&gt;
use_Magazine_02.wav&lt;br /&gt;
use_Microwave_Large.wav&lt;br /&gt;
use_Microwave_Small.wav&lt;br /&gt;
use_Sink_01.wav&lt;br /&gt;
use_Sink_02.wav&lt;br /&gt;
use_Toilet_01.wav&lt;br /&gt;
use_Toilet_02.wav&lt;br /&gt;
use_Urinal_01.wav&lt;br /&gt;
use_Urinal_02.wav&lt;br /&gt;
use_Water_Cooler_01.wav&lt;br /&gt;
use_Water_Cooler_02.wav&lt;br /&gt;
Vent_Open.wav&lt;br /&gt;
Water_Fall_01.wav&lt;br /&gt;
Water_Fall_02.wav&lt;br /&gt;
Water_Hit_01.wav&lt;br /&gt;
Water_Hit_02.wav&lt;br /&gt;
Water_Hit_03.wav&lt;br /&gt;
Water_Hit_04.wav&lt;br /&gt;
weap_disp_off.wav&lt;br /&gt;
weap_disp_on.wav&lt;br /&gt;
weap_disp_scroll.wav&lt;br /&gt;
weap_disp_sel.wav&lt;br /&gt;
Wood_Break_01.wav&lt;br /&gt;
Wood_Break_02.wav&lt;br /&gt;
Wood_Break_03.wav&lt;br /&gt;
Wood_Break_04.wav&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
Beep01.wav&lt;br /&gt;
Beep02.wav&lt;br /&gt;
Beep03.wav&lt;br /&gt;
Beep04.wav&lt;br /&gt;
Beep05.wav&lt;br /&gt;
Beep06.wav&lt;br /&gt;
Bomb_Beep_Disarm.wav&lt;br /&gt;
Bomb_Door.wav&lt;br /&gt;
Bomb_Select_Negative.wav&lt;br /&gt;
Bomb_Select_Positive.wav&lt;br /&gt;
Bomb_Sym_Highlight.wav&lt;br /&gt;
Bomb_Tick.wav&lt;br /&gt;
Break_01.wav&lt;br /&gt;
checkbox_off.wav&lt;br /&gt;
checkbox_on.wav&lt;br /&gt;
damage_pickup.wav&lt;br /&gt;
damage_shoot.wav&lt;br /&gt;
envsuit_pickup.wav&lt;br /&gt;
Flag_Capture.wav&lt;br /&gt;
Flag_Pickup.wav&lt;br /&gt;
Flag_Respawn.wav&lt;br /&gt;
Flag_Return.wav&lt;br /&gt;
Flag_Steal.wav&lt;br /&gt;
Headlight_Off.wav&lt;br /&gt;
Headlight_On.wav&lt;br /&gt;
hud_weap_off.wav&lt;br /&gt;
hud_weap_on.wav&lt;br /&gt;
hud_weap_scroll.wav&lt;br /&gt;
hud_weap_select.wav&lt;br /&gt;
JumpPad.wav&lt;br /&gt;
menu_highlight.wav&lt;br /&gt;
menu_select.wav&lt;br /&gt;
MMenu_Return_01.wav&lt;br /&gt;
MMenu_Scroll_01.wav&lt;br /&gt;
MMenu_Select_01.wav&lt;br /&gt;
MMenu_Sweep_01.wav&lt;br /&gt;
MMenu_Sweep_02.wav&lt;br /&gt;
Negative_Beep.wav&lt;br /&gt;
panel_button_click.wav&lt;br /&gt;
panel_highlight.wav&lt;br /&gt;
panel_scroll_down.wav&lt;br /&gt;
panel_scroll_up.wav&lt;br /&gt;
player_respawn.wav&lt;br /&gt;
Positive_Beep.wav&lt;br /&gt;
powerup_gone.wav&lt;br /&gt;
powerup_pickup.wav&lt;br /&gt;
powerup_respawn.wav&lt;br /&gt;
shield_pickup.wav&lt;br /&gt;
shield_shot.wav&lt;br /&gt;
SMenu_Scroll_Down.wav&lt;br /&gt;
SMenu_Scroll_Up.wav&lt;br /&gt;
SMenu_Select_01.wav&lt;br /&gt;
sweep_in.wav&lt;br /&gt;
sweep_out.wav&lt;br /&gt;
weapon_pickup.wav&lt;br /&gt;
&lt;br /&gt;
== Impact ==&lt;br /&gt;
Death_hit1.wav&lt;br /&gt;
Default_Impact1.wav&lt;br /&gt;
Hit_Flesh_01.wav&lt;br /&gt;
Hit_Flesh_02.wav&lt;br /&gt;
Hit_Flesh_03.wav&lt;br /&gt;
Hit_Metal.wav&lt;br /&gt;
Human_hit_Rock1.wav&lt;br /&gt;
Human_hit_Rock2.wav&lt;br /&gt;
Human_hit_Rock3.wav&lt;br /&gt;
Ice_Hit_Ice1.wav&lt;br /&gt;
Ice_Hit_Ice2.wav&lt;br /&gt;
Ice_Hit_Ice3.wav&lt;br /&gt;
Impact_Flesh_01.wav&lt;br /&gt;
Impact_Flesh_02.wav&lt;br /&gt;
Impact_Flesh_03.wav&lt;br /&gt;
Impact_Flesh_04.wav&lt;br /&gt;
Impact_Flesh_05.wav&lt;br /&gt;
Impact_Flesh_06.wav&lt;br /&gt;
Impact_Flesh_07.wav&lt;br /&gt;
Impact_Flesh_08.wav&lt;br /&gt;
Metal_hit_Metal1.wav&lt;br /&gt;
Metal_hit_Metal2.wav&lt;br /&gt;
Metal_hit_Metal3.wav&lt;br /&gt;
Metal_Hit_Rock1.wav&lt;br /&gt;
Metal_Hit_Rock2.wav&lt;br /&gt;
Metal_Hit_Rock3.wav&lt;br /&gt;
Rock_hit_Rock1.wav&lt;br /&gt;
Rock_hit_Rock2.wav&lt;br /&gt;
Rock_hit_Rock3.wav&lt;br /&gt;
Rock_Slide_Rock1.wav&lt;br /&gt;
Rock_Slide_Rock2.wav&lt;br /&gt;
Rock_Slide_Rock3.wav&lt;br /&gt;
&lt;br /&gt;
== Vehicle ==&lt;br /&gt;
APC_Idle.wav&lt;br /&gt;
APC_Rev_Back.wav&lt;br /&gt;
APC_Rev_Forward.wav&lt;br /&gt;
APC_Slide_01.wav&lt;br /&gt;
APC_Slide_02.wav&lt;br /&gt;
APC_Treads_01.wav&lt;br /&gt;
Drill_down.wav&lt;br /&gt;
Drill_grind.wav&lt;br /&gt;
Drill_loop.wav&lt;br /&gt;
Drill_up.wav&lt;br /&gt;
Driller_Hit_Fence_01.wav&lt;br /&gt;
Driller_Hit_Fence_02.wav&lt;br /&gt;
Driller_Idle.wav&lt;br /&gt;
Driller_Rev_Back.wav&lt;br /&gt;
Driller_Rev_Forward.wav&lt;br /&gt;
Driller_Treads_01.wav&lt;br /&gt;
Fighter_idle.wav&lt;br /&gt;
Fighter_move.wav&lt;br /&gt;
Fighter_rev_back.wav&lt;br /&gt;
Fighter_rev_forward.wav&lt;br /&gt;
Hatch_Close.wav&lt;br /&gt;
Hatch_Open.wav&lt;br /&gt;
Jeep_Brake.wav&lt;br /&gt;
Jeep_Hit_01.wav&lt;br /&gt;
Jeep_Hit_02.wav&lt;br /&gt;
Jeep_Hit_03.wav&lt;br /&gt;
Jeep_Hit_04.wav&lt;br /&gt;
Jeep_Idle.wav&lt;br /&gt;
Jeep_Move.wav&lt;br /&gt;
Jeep_Race.wav&lt;br /&gt;
Jeep_Rev_Backward.wav&lt;br /&gt;
Jeep_Rev_Forward.wav&lt;br /&gt;
Sub_Die.wav&lt;br /&gt;
Sub_Hit_01.wav&lt;br /&gt;
Sub_Hit_02.wav&lt;br /&gt;
Sub_Hit_03.wav&lt;br /&gt;
Sub_Hit_04.wav&lt;br /&gt;
Sub_Horn_01.wav&lt;br /&gt;
Sub_Loop.wav&lt;br /&gt;
Sub_Move.wav&lt;br /&gt;
Sub_Rev_Back.wav&lt;br /&gt;
Sub_Rev_Forward.wav&lt;br /&gt;
Sub_Scrape_01.wav&lt;br /&gt;
Sub_Sonar.wav&lt;br /&gt;
Sub_Stop.wav&lt;br /&gt;
Train_Flyby.wav&lt;br /&gt;
Tram_Loop.wav&lt;br /&gt;
Tram_Start.wav&lt;br /&gt;
Tram_Stop.wav&lt;br /&gt;
Vehicle_01.wav&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
ADMF_ALERT_01.wav&lt;br /&gt;
ADMF_ALERT_02.wav&lt;br /&gt;
ADMF_ALERT_03.wav&lt;br /&gt;
ADMF_ALERT_04.wav&lt;br /&gt;
ADMF_ALERT_05.wav&lt;br /&gt;
ADMF_COWER_01.wav&lt;br /&gt;
ADMF_COWER_02.wav&lt;br /&gt;
ADMF_COWER_03.wav&lt;br /&gt;
ADMF_COWER_04.wav&lt;br /&gt;
ADMF_COWER_05.wav&lt;br /&gt;
ADMF_Lgpain_01.wav&lt;br /&gt;
ADMF_Lgpain_02.wav&lt;br /&gt;
ADMF_Lgpain_03.wav&lt;br /&gt;
ADMF_Lgpain_04.wav&lt;br /&gt;
ADMF_Lgpain_05.wav&lt;br /&gt;
ADMF_PANIC_01.wav&lt;br /&gt;
ADMF_PANIC_02.wav&lt;br /&gt;
ADMF_PANIC_03.wav&lt;br /&gt;
ADMF_PANIC_04.wav&lt;br /&gt;
ADMF_PANIC_05.wav&lt;br /&gt;
ADMF_Smpain_01.wav&lt;br /&gt;
ADMF_Smpain_02.wav&lt;br /&gt;
ADMF_Smpain_03.wav&lt;br /&gt;
ADMF_Smpain_04.wav&lt;br /&gt;
ADMF_Smpain_05.wav&lt;br /&gt;
ADMF_TIMEO_01.wav&lt;br /&gt;
ADMF_TIMEO_02.wav&lt;br /&gt;
ADMF_TIMEO_03.wav&lt;br /&gt;
ADMF_TIMEO_04.wav&lt;br /&gt;
ADMF_TIMEO_05.wav&lt;br /&gt;
ADMF_ULERT_01.wav&lt;br /&gt;
ADMF_ULERT_02.wav&lt;br /&gt;
ADMF_ULERT_03.wav&lt;br /&gt;
ADMF_ULERT_04.wav&lt;br /&gt;
ADMF_USE_01.wav&lt;br /&gt;
ADMF_USE_02.wav&lt;br /&gt;
ADMF_USE_03.wav&lt;br /&gt;
ADMF_USE_04.wav&lt;br /&gt;
ADMF_USE_05.wav&lt;br /&gt;
ADMM_ALERT_01.wav&lt;br /&gt;
ADMM_ALERT_02.wav&lt;br /&gt;
ADMM_ALERT_03.wav&lt;br /&gt;
ADMM_ALERT_04.wav&lt;br /&gt;
ADMM_ALERT_05.wav&lt;br /&gt;
ADMM_ALERT_06.wav&lt;br /&gt;
ADMM_ALERT_07.wav&lt;br /&gt;
ADMM_COWER_01.wav&lt;br /&gt;
ADMM_COWER_02.wav&lt;br /&gt;
ADMM_COWER_03.wav&lt;br /&gt;
ADMM_COWER_04.wav&lt;br /&gt;
ADMM_COWER_05.wav&lt;br /&gt;
ADMM_COWER_06.wav&lt;br /&gt;
ADMM_Lgpain_01.wav&lt;br /&gt;
ADMM_Lgpain_02.wav&lt;br /&gt;
ADMM_Lgpain_03.wav&lt;br /&gt;
ADMM_Lgpain_04.wav&lt;br /&gt;
ADMM_Lgpain_05.wav&lt;br /&gt;
ADMM_Panic_01.wav&lt;br /&gt;
ADMM_PANIC_02.wav&lt;br /&gt;
ADMM_PANIC_03.wav&lt;br /&gt;
ADMM_PANIC_04.wav&lt;br /&gt;
ADMM_PANIC_05.wav&lt;br /&gt;
ADMM_Smpain_01.wav&lt;br /&gt;
ADMM_Smpain_02.wav&lt;br /&gt;
ADMM_Smpain_03.wav&lt;br /&gt;
ADMM_Smpain_04.wav&lt;br /&gt;
ADMM_Smpain_05.wav&lt;br /&gt;
ADMM_TIMEO_01.wav&lt;br /&gt;
ADMM_TIMEO_02.wav&lt;br /&gt;
ADMM_TIMEO_03.wav&lt;br /&gt;
ADMM_TIMEO_04.wav&lt;br /&gt;
ADMM_TIMEO_05.wav&lt;br /&gt;
ADMM_ULERT_01.wav&lt;br /&gt;
ADMM_ULERT_02.wav&lt;br /&gt;
ADMM_ULERT_03.wav&lt;br /&gt;
ADMM_ULERT_04.wav&lt;br /&gt;
ADMM_ULERT_05.wav&lt;br /&gt;
ADMM_USE_01.wav&lt;br /&gt;
ADMM_USE_02.wav&lt;br /&gt;
ADMM_USE_03.wav&lt;br /&gt;
ADMM_USE_04.wav&lt;br /&gt;
ADMM_USE_05.wav&lt;br /&gt;
Capk_Lgpain_01.wav&lt;br /&gt;
Capk_Lgpain_02.wav&lt;br /&gt;
Capk_Lgpain_03.wav&lt;br /&gt;
Capk_Lgpain_04.wav&lt;br /&gt;
Capk_Smpain_01.wav&lt;br /&gt;
Capk_Smpain_02.wav&lt;br /&gt;
Capk_Smpain_03.wav&lt;br /&gt;
Capk_Smpain_04.wav&lt;br /&gt;
cue_voice.wav&lt;br /&gt;
end_voice.wav&lt;br /&gt;
EOS_Lgmpain_01.wav&lt;br /&gt;
EOS_Lgmpain_02.wav&lt;br /&gt;
EOS_Smpain_01.wav&lt;br /&gt;
EOS_Smpain_02.wav&lt;br /&gt;
Gen_Eos_Hum_01.wav&lt;br /&gt;
Gen_Eos_Hum_02.wav&lt;br /&gt;
Gen_Grd_Hum_01.wav&lt;br /&gt;
Gen_Grd_Hum_02.wav&lt;br /&gt;
GEN_HEN_01.wav&lt;br /&gt;
Gen_Hen_Hum_01.wav&lt;br /&gt;
Gen_Hen_Hum_02.wav&lt;br /&gt;
Gen_Idle_Hum_01.wav&lt;br /&gt;
Gen_Idle_Hum_02.wav&lt;br /&gt;
GRD_ALERT_01.wav&lt;br /&gt;
GRD_ALERT_02.wav&lt;br /&gt;
GRD_ALERT_03.wav&lt;br /&gt;
GRD_ALERT_04.wav&lt;br /&gt;
GRD_ALERT_05.wav&lt;br /&gt;
GRD_ALERT_06.wav&lt;br /&gt;
GRD_ALERT_07.wav&lt;br /&gt;
GRD_ALERT_08.wav&lt;br /&gt;
GRD_ALERT_09.wav&lt;br /&gt;
GRD_ALERT_10.wav&lt;br /&gt;
GRD_BATT1_01.wav&lt;br /&gt;
GRD_BATT1_02.wav&lt;br /&gt;
GRD_BATT1_03.wav&lt;br /&gt;
GRD_BATT1_04.wav&lt;br /&gt;
GRD_BATT1_05.wav&lt;br /&gt;
GRD_BATT1_06.wav&lt;br /&gt;
GRD_BATT1_07.wav&lt;br /&gt;
GRD_BATT1_08.wav&lt;br /&gt;
GRD_BATT1_09.wav&lt;br /&gt;
GRD_BATT2_01.wav&lt;br /&gt;
GRD_BATT2_02.wav&lt;br /&gt;
GRD_BATT2_03.wav&lt;br /&gt;
GRD_BATT2_04.wav&lt;br /&gt;
GRD_BATT2_05.wav&lt;br /&gt;
GRD_BATT2_06.wav&lt;br /&gt;
GRD_BATT2_07.wav&lt;br /&gt;
GRD_BATT2_08.wav&lt;br /&gt;
GRD_BATT2_09.wav&lt;br /&gt;
GRD_BATT2_10.wav&lt;br /&gt;
GRD_COWER_01.wav&lt;br /&gt;
GRD_COWER_02.wav&lt;br /&gt;
GRD_COWER_03.wav&lt;br /&gt;
GRD_COWER_04.wav&lt;br /&gt;
GRD_COWER_05.wav&lt;br /&gt;
GRD_COWER_06.wav&lt;br /&gt;
GRD_COWER_07.wav&lt;br /&gt;
GRD_COWER_08.wav&lt;br /&gt;
GRD_COWER_09.wav&lt;br /&gt;
GRD_COWER_10.wav&lt;br /&gt;
GRD_Lgpain_01.wav&lt;br /&gt;
GRD_Lgpain_02.wav&lt;br /&gt;
GRD_Lgpain_03.wav&lt;br /&gt;
GRD_Lgpain_04.wav&lt;br /&gt;
GRD_Lgpain_05.wav&lt;br /&gt;
GRD_PANIC_01.wav&lt;br /&gt;
GRD_PANIC_02.wav&lt;br /&gt;
GRD_PANIC_03.wav&lt;br /&gt;
GRD_PANIC_04.wav&lt;br /&gt;
GRD_PANIC_05.wav&lt;br /&gt;
GRD_Smpain_01.wav&lt;br /&gt;
GRD_Smpain_02.wav&lt;br /&gt;
GRD_Smpain_03.wav&lt;br /&gt;
GRD_Smpain_04.wav&lt;br /&gt;
GRD_Smpain_05.wav&lt;br /&gt;
GRD_ULERT_01.wav&lt;br /&gt;
GRD_ULERT_02.wav&lt;br /&gt;
GRD_ULERT_03.wav&lt;br /&gt;
GRD_ULERT_04.wav&lt;br /&gt;
GRD_ULERT_05.wav&lt;br /&gt;
GRDC_ALERT_01.wav&lt;br /&gt;
GRDC_ALERT_02.wav&lt;br /&gt;
GRDC_ALERT_03.wav&lt;br /&gt;
GRDC_ALERT_04.wav&lt;br /&gt;
GRDC_ALERT_05.wav&lt;br /&gt;
GRDC_ALERT_06.wav&lt;br /&gt;
GRDC_ALERT_07.wav&lt;br /&gt;
GRDC_ALERT_08.wav&lt;br /&gt;
GRDC_ALERT_09.wav&lt;br /&gt;
GRDC_BATT1_01.wav&lt;br /&gt;
GRDC_BATT1_02.wav&lt;br /&gt;
GRDC_BATT1_03.wav&lt;br /&gt;
GRDC_BATT1_04.wav&lt;br /&gt;
GRDC_BATT1_05.wav&lt;br /&gt;
GRDC_BATT1_06.wav&lt;br /&gt;
GRDC_BATT1_07.wav&lt;br /&gt;
GRDC_BATT1_08.wav&lt;br /&gt;
GRDC_BATT1_09.wav&lt;br /&gt;
GRDC_BATT1_10.wav&lt;br /&gt;
GRDC_BATT2_01.wav&lt;br /&gt;
GRDC_BATT2_02.wav&lt;br /&gt;
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GRDC_COWER_01.wav&lt;br /&gt;
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GRDC_Lgpain_01.wav&lt;br /&gt;
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GRDC_Lgpain_04.wav&lt;br /&gt;
GRDC_Lgpain_05.wav&lt;br /&gt;
GRDC_PANIC_01.wav&lt;br /&gt;
GRDC_PANIC_02.wav&lt;br /&gt;
GRDC_PANIC_03.wav&lt;br /&gt;
GRDC_PANIC_04.wav&lt;br /&gt;
GRDC_PANIC_05.wav&lt;br /&gt;
GRDC_Smpain_01.wav&lt;br /&gt;
GRDC_Smpain_02.wav&lt;br /&gt;
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GRDC_ULERT_01.wav&lt;br /&gt;
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GRDC_ULERT_03.wav&lt;br /&gt;
GRDC_ULERT_05.wav&lt;br /&gt;
GRDC_ULERT_06.wav&lt;br /&gt;
HEN_Lgpain_01.wav&lt;br /&gt;
HEN_Lgpain_02.wav&lt;br /&gt;
Hen_Outtake_01.wav&lt;br /&gt;
Hen_Outtake_02.wav&lt;br /&gt;
HEN_Smpain_01.wav&lt;br /&gt;
HEN_Smpain_02.wav&lt;br /&gt;
L10S1_CAPK_01.wav&lt;br /&gt;
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L11S1_SCI_01.wav&lt;br /&gt;
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L11S2_CAPK_01.wav&lt;br /&gt;
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L11S2_DOC_01.wav&lt;br /&gt;
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L11S2_MIN_01.wav&lt;br /&gt;
L11S2_SCI_01.WAV&lt;br /&gt;
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L11S2_SCI_03.wav&lt;br /&gt;
L11S3_CAPK_01.wav&lt;br /&gt;
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L13S1_PAA_01.wav&lt;br /&gt;
L13S1_TECH_01.wav&lt;br /&gt;
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L13S3_PAA_01.wav&lt;br /&gt;
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L14S2_EOS_01.wav&lt;br /&gt;
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L14S2_HEN_01.wav&lt;br /&gt;
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L14S2_HEN_08.wav&lt;br /&gt;
L14S2_PAA_01.wav&lt;br /&gt;
L14S3_HEN_01.wav&lt;br /&gt;
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L14S3_HEN_03.wav&lt;br /&gt;
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L14S3_PAA_01.wav&lt;br /&gt;
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L14S3_PAA_03.wav&lt;br /&gt;
L14S3_PAA_04.wav&lt;br /&gt;
L14S3_PAA_05.wav&lt;br /&gt;
L14S3_PAA_06.wav&lt;br /&gt;
L14S3_PAA_07.wav&lt;br /&gt;
L14S3_TECH_01.wav&lt;br /&gt;
L15S1_EOS_01.wav&lt;br /&gt;
L15S1_EOS_02.wav&lt;br /&gt;
L15S1_EOS_03.wav&lt;br /&gt;
L15S1_HEN_01.wav&lt;br /&gt;
L15S1_HEN_02.wav&lt;br /&gt;
L15S1_HEN_03.wav&lt;br /&gt;
L15S1_HEN_04.wav&lt;br /&gt;
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L15S1_HEN_06.wav&lt;br /&gt;
L15S1_HEN_07.wav&lt;br /&gt;
L15S2_EOS_01.wav&lt;br /&gt;
L15S2_EOS_02.wav&lt;br /&gt;
L15S2_EOS_03.wav&lt;br /&gt;
L15S2_HEN_01.wav&lt;br /&gt;
L15S2_HEN_02.wav&lt;br /&gt;
L15S2_HEN_03.wav&lt;br /&gt;
L15S4_HEN_01.wav&lt;br /&gt;
L15S4_HEN_02.wav&lt;br /&gt;
L15S4_HEN_03.wav&lt;br /&gt;
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L15S4_HEN_05.wav&lt;br /&gt;
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L15S4_HEN_07.wav&lt;br /&gt;
L15S4_HEN_08.wav&lt;br /&gt;
L15S4_PAA_01.wav&lt;br /&gt;
L15S4_PAA_02.wav&lt;br /&gt;
L15S4_PAA_03.wav&lt;br /&gt;
L15S4_PAA_04.wav&lt;br /&gt;
L17S1_EOS_01.wav&lt;br /&gt;
L17S1_EOS_02.wav&lt;br /&gt;
L17S1_HEN_01.wav&lt;br /&gt;
L17S1_HEN_02.wav&lt;br /&gt;
L17S1_HEN_03.wav&lt;br /&gt;
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L17S1_HEN_05.wav&lt;br /&gt;
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L17S1_HEN_11.wav&lt;br /&gt;
L17S1_HEN_12.wav&lt;br /&gt;
L17S1_PAA_01.wav&lt;br /&gt;
L17S1_PAA_02.wav&lt;br /&gt;
L17S1_PAA_03.wav&lt;br /&gt;
L17S1_PAA_04.wav&lt;br /&gt;
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L17S1_PAA_06.wav&lt;br /&gt;
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L17S1_PAA_08.wav&lt;br /&gt;
L17S2_EOS_01.wav&lt;br /&gt;
L17S2_EOS_02.wav&lt;br /&gt;
L17S2_HEN_01.wav&lt;br /&gt;
L17S2_HEN_02.wav&lt;br /&gt;
L17S2_HEN_03.wav&lt;br /&gt;
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L17S2_PAA_01.wav&lt;br /&gt;
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L17S2_PAA_03.wav&lt;br /&gt;
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L17S2_PAA_06.wav&lt;br /&gt;
L17S3_HEN_01.wav&lt;br /&gt;
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L17S3_PAA_01.wav&lt;br /&gt;
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L18S1_HEN_01.wav&lt;br /&gt;
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L18S1_HEN_10.wav&lt;br /&gt;
L18S1_MIN_01.wav&lt;br /&gt;
L18S1_MIN_02.wav&lt;br /&gt;
L18S1_MIN_03.wav&lt;br /&gt;
L18S1_MIN_04.wav&lt;br /&gt;
L18S2_MIN_01.wav&lt;br /&gt;
L18S2_MIN_02.wav&lt;br /&gt;
L18S3_PAA_01.wav&lt;br /&gt;
L19S1_HEN_01.wav&lt;br /&gt;
L19S1_HEN_02.wav&lt;br /&gt;
L19S1_MIN_01.wav&lt;br /&gt;
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L19S1_PAA_01.wav&lt;br /&gt;
L19S1_PAA_02.wav&lt;br /&gt;
L19S2a_HEN_01.wav&lt;br /&gt;
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L19S2a_HEN_03.wav&lt;br /&gt;
L19S2A_PAA_01.wav&lt;br /&gt;
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L19S2b_HEN_01.wav&lt;br /&gt;
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L19S2b_HEN_07.wav&lt;br /&gt;
L19S2b_MIN_01.wav&lt;br /&gt;
L19S2b_MIN_02.wav&lt;br /&gt;
L19S2b_MIN_03.wav&lt;br /&gt;
L19S2B_PAA_01.wav&lt;br /&gt;
L19S2B_PAA_02.wav&lt;br /&gt;
L19S2B_PAA_03.wav&lt;br /&gt;
L19S3_HEN_01.wav&lt;br /&gt;
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L19S3_HEN_08.wav&lt;br /&gt;
L19S3_HEN_09.wav&lt;br /&gt;
L19S3_MERC_01.wav&lt;br /&gt;
L19S3_PAA_01.wav&lt;br /&gt;
L19S3_PAA_02.wav&lt;br /&gt;
L19S3_PAA_03.wav&lt;br /&gt;
L1S1_EOS_01.wav&lt;br /&gt;
L1S1_EOS_02.wav&lt;br /&gt;
L1S1_EOS_03.wav&lt;br /&gt;
L1S1_EOS_04.wav&lt;br /&gt;
L1S1_GRD_01.wav&lt;br /&gt;
L1S1_GRD_02.wav&lt;br /&gt;
L1S1_GRD_03.wav&lt;br /&gt;
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L1S1_GRD_05.wav&lt;br /&gt;
L1S1_MIN_01.wav&lt;br /&gt;
L1S1_MIN_02.wav&lt;br /&gt;
L1S1_MIN_03.wav&lt;br /&gt;
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L5S1_GRDC_01.wav&lt;br /&gt;
L5S1_HEN_01.wav&lt;br /&gt;
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L5S1_PAA_01.wav&lt;br /&gt;
L5S1_TECH_01.wav&lt;br /&gt;
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L5S2_EOS_03.wav&lt;br /&gt;
L5S2_GRD_01.wav&lt;br /&gt;
L5S2_GRD_02.wav&lt;br /&gt;
L5S2_GRD_03.wav&lt;br /&gt;
L5S2_GRDC_01.wav&lt;br /&gt;
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L5S2_HEN_01.wav&lt;br /&gt;
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L5S3_EOS_01.wav&lt;br /&gt;
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L5S3_EOS_03.wav&lt;br /&gt;
L5S3_EOS_04.wav&lt;br /&gt;
L5S3_GRD_01.wav&lt;br /&gt;
L5S3_GRD_02.wav&lt;br /&gt;
L5S3_GRDC_01.wav&lt;br /&gt;
L5S3_HEN_01.wav&lt;br /&gt;
L5S3_HEN_02.wav&lt;br /&gt;
L5S4_EOS_01.wav&lt;br /&gt;
L5S4_EOS_02.wav&lt;br /&gt;
L5S4_EOS_03.wav&lt;br /&gt;
L5S4_GRD_01.wav&lt;br /&gt;
L5S4_GRDC_01.wav&lt;br /&gt;
L5S4_HEN_01.wav&lt;br /&gt;
L5S4_HEN_02.wav&lt;br /&gt;
L5S4_MIN_01.wav&lt;br /&gt;
L5S4_MIN_02.wav&lt;br /&gt;
L5S4_MIN_03.wav&lt;br /&gt;
L5S4_MIN_04.wav&lt;br /&gt;
L5S4_MIN_05.wav&lt;br /&gt;
L5S4_PAA_01.wav&lt;br /&gt;
L5S4_TECH_01.wav&lt;br /&gt;
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L5S4_TECH_03.wav&lt;br /&gt;
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L6S1_ADMF_01.wav&lt;br /&gt;
L6S1_ADMF_02.wav&lt;br /&gt;
L6S1_ADMM_01.wav&lt;br /&gt;
L6S1_ADMM_02.wav&lt;br /&gt;
L6S1_EOS_01.wav&lt;br /&gt;
L6S1_EOS_02.wav&lt;br /&gt;
L6S1_HEN_01.wav&lt;br /&gt;
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L6S1_HEN_11.wav&lt;br /&gt;
L6S1_PAA_01.wav&lt;br /&gt;
L6S1_TECH_01.wav&lt;br /&gt;
L6S2_ADMF_01.wav&lt;br /&gt;
L6S2_ADMM_01.wav&lt;br /&gt;
L6S2_EOS_01.wav&lt;br /&gt;
L6S2_EOS_02.wav&lt;br /&gt;
L6S2_HEN_01.wav&lt;br /&gt;
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L6S2_HEN_03.wav&lt;br /&gt;
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L6S2_PAA_01.wav&lt;br /&gt;
L6S3_ADMF_01.wav&lt;br /&gt;
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L6S3_ADMF_03.wav&lt;br /&gt;
L6S3_ADMF_04.wav&lt;br /&gt;
L6S3_EOS_01.wav&lt;br /&gt;
L6S3_EOS_02.wav&lt;br /&gt;
L6S3_EOS_03.wav&lt;br /&gt;
L6S3_GRDC_01.wav&lt;br /&gt;
L6S3_GRDC_02.wav&lt;br /&gt;
L6S3_GRYN_01.wav&lt;br /&gt;
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L6S3_GRYN_03.wav&lt;br /&gt;
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L6S3_HEN_01.wav&lt;br /&gt;
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L6S3_PAA_01.wav&lt;br /&gt;
L7S1_EOS_01.wav&lt;br /&gt;
L7S1_EOS_02.wav&lt;br /&gt;
L7S1_EOS_03.wav&lt;br /&gt;
L7S1_GRYN_01.wav&lt;br /&gt;
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L7S1_HEN_02.wav&lt;br /&gt;
L7S1_HEN_03.wav&lt;br /&gt;
L7S2_EOS_01.wav&lt;br /&gt;
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L7S2_HEN_01.wav&lt;br /&gt;
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L7S2_PAA_01.wav&lt;br /&gt;
L7S2_PAA_02.wav&lt;br /&gt;
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L7S4_PAA_01.wav&lt;br /&gt;
L8S1_DOC_01.wav&lt;br /&gt;
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L9S1_CAPK_01.wav&lt;br /&gt;
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MAS_Lgpain_01.wav&lt;br /&gt;
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MED_ALERT_01.wav&lt;br /&gt;
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MED_ALERT_03.wav&lt;br /&gt;
MED_ALERT_04.wav&lt;br /&gt;
MED_ALERT_05.wav&lt;br /&gt;
MED_COWER_01.wav&lt;br /&gt;
MED_COWER_02.wav&lt;br /&gt;
MED_COWER_03.wav&lt;br /&gt;
MED_COWER_04.wav&lt;br /&gt;
MED_COWER_05.wav&lt;br /&gt;
MED_COWER_06.wav&lt;br /&gt;
MED_GONE_01.wav&lt;br /&gt;
MED_GONE_02.wav&lt;br /&gt;
MED_GONE_03.wav&lt;br /&gt;
MED_GONE_04.wav&lt;br /&gt;
MED_GONE_05.wav&lt;br /&gt;
MED_Lgpain_01.wav&lt;br /&gt;
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MED_Lgpain_04.wav&lt;br /&gt;
MED_Lgpain_05.wav&lt;br /&gt;
MED_PANIC_01.wav&lt;br /&gt;
MED_PANIC_02.wav&lt;br /&gt;
MED_PANIC_03.wav&lt;br /&gt;
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MED_TIMEO_01.wav&lt;br /&gt;
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MED_ULERT_01.wav&lt;br /&gt;
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MED_ULERT_03.wav&lt;br /&gt;
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MED_USENW_01.wav&lt;br /&gt;
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MED_USENW_04.wav&lt;br /&gt;
MED_USENW_05.wav&lt;br /&gt;
MED_USENW_06.wav&lt;br /&gt;
MERC_ALERT_01.wav&lt;br /&gt;
MERC_ALERT_02.wav&lt;br /&gt;
MERC_ALERT_03.wav&lt;br /&gt;
MERC_ALERT_04.wav&lt;br /&gt;
MERC_ALERT_05.wav&lt;br /&gt;
MERC_ALERT_06.wav&lt;br /&gt;
MERC_ALERT_07.wav&lt;br /&gt;
MERC_BATT1_01.wav&lt;br /&gt;
MERC_BATT1_02.wav&lt;br /&gt;
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MERC_BATT1_05.wav&lt;br /&gt;
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MERC_BATT1_07.wav&lt;br /&gt;
MERC_BATT2_01.wav&lt;br /&gt;
MERC_BATT2_02.wav&lt;br /&gt;
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MERC_BATT2_04.wav&lt;br /&gt;
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MERC_BATT2_06.wav&lt;br /&gt;
MERC_BATT2_07.wav&lt;br /&gt;
MERC_BATT2_08.wav&lt;br /&gt;
MERC_BATT2_09.wav&lt;br /&gt;
MERC_COWER_01.wav&lt;br /&gt;
MERC_COWER_02.wav&lt;br /&gt;
MERC_COWER_03.wav&lt;br /&gt;
MERC_COWER_04.wav&lt;br /&gt;
MERC_COWER_05.wav&lt;br /&gt;
MERC_COWER_06.wav&lt;br /&gt;
MERC_LAUGH_01.wav&lt;br /&gt;
MERC_LAUGH_02.wav&lt;br /&gt;
MERC_LAUGH_03.wav&lt;br /&gt;
MERC_Lgpain_01.wav&lt;br /&gt;
MERC_Lgpain_02.wav&lt;br /&gt;
MERC_Lgpain_03.wav&lt;br /&gt;
MERC_Lgpain_04.wav&lt;br /&gt;
MERC_Lgpain_05.wav&lt;br /&gt;
MERC_PANIC_01.wav&lt;br /&gt;
MERC_PANIC_02.wav&lt;br /&gt;
MERC_PANIC_03.wav&lt;br /&gt;
MERC_PANIC_04.wav&lt;br /&gt;
MERC_PANIC_05.wav&lt;br /&gt;
MERC_Smpain_01.wav&lt;br /&gt;
MERC_Smpain_02.wav&lt;br /&gt;
MERC_Smpain_03.wav&lt;br /&gt;
MERC_Smpain_04.wav&lt;br /&gt;
MERC_Smpain_05.wav&lt;br /&gt;
MIN_ALERT_01.wav&lt;br /&gt;
MIN_ALERT_02.wav&lt;br /&gt;
MIN_ALERT_03.wav&lt;br /&gt;
MIN_ALERT_04.wav&lt;br /&gt;
MIN_BATT2_01.wav&lt;br /&gt;
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MIN_BATT2_05.wav&lt;br /&gt;
MIN_BATT2_06.wav&lt;br /&gt;
MIN_BATT2_07.wav&lt;br /&gt;
MIN_COWER_01.wav&lt;br /&gt;
MIN_COWER_02.wav&lt;br /&gt;
MIN_COWER_03.wav&lt;br /&gt;
MIN_COWER_04.wav&lt;br /&gt;
MIN_COWER_05.wav&lt;br /&gt;
MIN_COWER_06.wav&lt;br /&gt;
MIN_Lgpain_01.wav&lt;br /&gt;
MIN_Lgpain_02.wav&lt;br /&gt;
MIN_Lgpain_03.wav&lt;br /&gt;
MIN_Lgpain_04.wav&lt;br /&gt;
MIN_Lgpain_05.wav&lt;br /&gt;
MIN_PANIC_01.wav&lt;br /&gt;
MIN_PANIC_02.wav&lt;br /&gt;
MIN_PANIC_03.wav&lt;br /&gt;
MIN_PANIC_04.wav&lt;br /&gt;
MIN_PANIC_05.wav&lt;br /&gt;
MIN_Smpain_01.wav&lt;br /&gt;
MIN_Smpain_02.wav&lt;br /&gt;
MIN_Smpain_03.wav&lt;br /&gt;
MIN_Smpain_04.wav&lt;br /&gt;
MIN_Smpain_05.wav&lt;br /&gt;
MIN_TIMEO_01.wav&lt;br /&gt;
MIN_TIMEO_02.wav&lt;br /&gt;
MIN_TIMEO_03.wav&lt;br /&gt;
MIN_TIMEO_04.wav&lt;br /&gt;
MIN_TIMEO_05.wav&lt;br /&gt;
MIN_TIMEO_06.wav&lt;br /&gt;
MIN_ULERT_01.wav&lt;br /&gt;
MIN_ULERT_02.wav&lt;br /&gt;
MIN_ULERT_03.wav&lt;br /&gt;
MIN_ULERT_04.wav&lt;br /&gt;
MIN_ULERT_05.wav&lt;br /&gt;
MIN_ULERT_06.wav&lt;br /&gt;
MIN_USE_01.wav&lt;br /&gt;
MIN_USE_02.wav&lt;br /&gt;
MIN_USE_03.wav&lt;br /&gt;
MIN_USE_04.wav&lt;br /&gt;
MIN_USE_05.wav&lt;br /&gt;
MINF_ALERT_01.wav&lt;br /&gt;
MINF_ALERT_02.wav&lt;br /&gt;
MINF_ALERT_03.wav&lt;br /&gt;
MINF_ALERT_04.wav&lt;br /&gt;
MINF_BATT2_01.wav&lt;br /&gt;
MINF_BATT2_02.wav&lt;br /&gt;
MINF_BATT2_03.wav&lt;br /&gt;
MINF_BATT2_04.wav&lt;br /&gt;
MINF_BATT2_05.wav&lt;br /&gt;
MINF_COWER_01.wav&lt;br /&gt;
MINF_COWER_02.wav&lt;br /&gt;
MINF_COWER_03.wav&lt;br /&gt;
MINF_COWER_04.wav&lt;br /&gt;
MINF_Lgpain_01.wav&lt;br /&gt;
MINF_Lgpain_02.wav&lt;br /&gt;
MINF_Lgpain_03.wav&lt;br /&gt;
MINF_Lgpain_04.wav&lt;br /&gt;
MINF_Lgpain_05.wav&lt;br /&gt;
MINF_PANIC_01.wav&lt;br /&gt;
MINF_PANIC_02.wav&lt;br /&gt;
MINF_PANIC_03.wav&lt;br /&gt;
MINF_PANIC_04.wav&lt;br /&gt;
MINF_Smpain_01.wav&lt;br /&gt;
MINF_Smpain_02.wav&lt;br /&gt;
MINF_Smpain_03.wav&lt;br /&gt;
MINF_Smpain_04.wav&lt;br /&gt;
MINF_Smpain_05.wav&lt;br /&gt;
MINF_TIMEO_01.wav&lt;br /&gt;
MINF_TIMEO_02.wav&lt;br /&gt;
MINF_TIMEO_03.wav&lt;br /&gt;
MINF_TIMEO_04.wav&lt;br /&gt;
MINF_TIMEO_05.wav&lt;br /&gt;
MINF_ULERT_01.wav&lt;br /&gt;
MINF_ULERT_02.wav&lt;br /&gt;
MINF_ULERT_03.wav&lt;br /&gt;
MINF_USE_01.wav&lt;br /&gt;
MINF_USE_02.wav&lt;br /&gt;
MINF_USE_03.wav&lt;br /&gt;
MINF_USE_04.wav&lt;br /&gt;
MINF_USE_05.wav&lt;br /&gt;
MP_ANN_01.wav&lt;br /&gt;
MP_ANN_02.wav&lt;br /&gt;
MP_ANN_03.wav&lt;br /&gt;
MP_ANN_04.wav&lt;br /&gt;
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MP_ANN_09.wav&lt;br /&gt;
MP_ANN_10.wav&lt;br /&gt;
MP_ANN_11.wav&lt;br /&gt;
MP_ANN_ALLYOURBASE.wav&lt;br /&gt;
MP_ANN-01.wav&lt;br /&gt;
MP_ANN-02.wav&lt;br /&gt;
MP_ANN-03.wav&lt;br /&gt;
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MP_ANN-07.wav&lt;br /&gt;
MP_ANN-08.wav&lt;br /&gt;
MP_ANN-09.wav&lt;br /&gt;
MP_ANN-10.wav&lt;br /&gt;
MP_ANN-GO.wav&lt;br /&gt;
MP_TAUNT_16.wav&lt;br /&gt;
MP_TAUNT_17.wav&lt;br /&gt;
MP_TAUNT_18.wav&lt;br /&gt;
MP_TAUNT_19.wav&lt;br /&gt;
MP_TAUNT_20.wav&lt;br /&gt;
MP_TAUNT_21.wav&lt;br /&gt;
MP_TAUNT_22.wav&lt;br /&gt;
MP_TAUNT_23.wav&lt;br /&gt;
MP_TAUNT_24.wav&lt;br /&gt;
MP_TAUNT_25.wav&lt;br /&gt;
MP_TAUNT_26.wav&lt;br /&gt;
MP_TAUNT_27.wav&lt;br /&gt;
MP_TAUNT_28.wav&lt;br /&gt;
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MP_TAUNT_30.wav&lt;br /&gt;
MP_TAUNT_31.wav&lt;br /&gt;
MP_TAUNT_32.wav&lt;br /&gt;
MP_TAUNT_33.wav&lt;br /&gt;
MP_TAUNT_34.wav&lt;br /&gt;
MP_TAUNT_35.wav&lt;br /&gt;
MP_TAUNT_36.wav&lt;br /&gt;
MP_TAUNT_37.wav&lt;br /&gt;
MP_TAUNT_38.wav&lt;br /&gt;
MP_TAUNT_39.wav&lt;br /&gt;
MP_TAUNT_40.wav&lt;br /&gt;
MP_TAUNT_41.wav&lt;br /&gt;
MP_TAUNT_42.wav&lt;br /&gt;
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MP_TAUNT_46.wav&lt;br /&gt;
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MP_TAUNT_50.wav&lt;br /&gt;
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MP_TAUNT_52.wav&lt;br /&gt;
MP_TAUNT_53.wav&lt;br /&gt;
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MP_TAUNT_55.wav&lt;br /&gt;
MP_TAUNT_56.wav&lt;br /&gt;
MP_TAUNT_57.wav&lt;br /&gt;
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MP_TAUNT_59.wav&lt;br /&gt;
MP_TAUNT_60.wav&lt;br /&gt;
MP_TAUNT_61.wav&lt;br /&gt;
MP_TAUNT_62.wav&lt;br /&gt;
MP_TAUNT_63.wav&lt;br /&gt;
MP_TAUNT_64.wav&lt;br /&gt;
MP_TAUNT_65.wav&lt;br /&gt;
MP_TAUNT_66.wav&lt;br /&gt;
MP_TAUNT_67.wav&lt;br /&gt;
MP_TAUNT_68.wav&lt;br /&gt;
MP_TAUNT_69.wav&lt;br /&gt;
MP_TAUNT_70.wav&lt;br /&gt;
MP_TAUNT_71.wav&lt;br /&gt;
MP_TAUNT_72.wav&lt;br /&gt;
MP_TAUNT_73.wav&lt;br /&gt;
MP_TAUNT_74.wav&lt;br /&gt;
NUR_ALERT_01.wav&lt;br /&gt;
NUR_ALERT_02.wav&lt;br /&gt;
NUR_ALERT_03.wav&lt;br /&gt;
NUR_ALERT_04.wav&lt;br /&gt;
NUR_ALERT_05.wav&lt;br /&gt;
NUR_ALERT_06.wav&lt;br /&gt;
NUR_COWER_01.wav&lt;br /&gt;
NUR_COWER_02.wav&lt;br /&gt;
NUR_COWER_03.wav&lt;br /&gt;
NUR_COWER_04.wav&lt;br /&gt;
NUR_COWER_05.wav&lt;br /&gt;
NUR_COWER_06.wav&lt;br /&gt;
NUR_GONE_01.wav&lt;br /&gt;
NUR_GONE_02.wav&lt;br /&gt;
NUR_GONE_03.wav&lt;br /&gt;
NUR_GONE_04.wav&lt;br /&gt;
NUR_GONE_05.wav&lt;br /&gt;
NUR_TIMEO_01.wav&lt;br /&gt;
NUR_TIMEO_02.wav&lt;br /&gt;
NUR_TIMEO_03.wav&lt;br /&gt;
NUR_TIMEO_04.wav&lt;br /&gt;
NUR_TIMEO_05.wav&lt;br /&gt;
NUR_TIMEO_06.wav&lt;br /&gt;
NUR_TIMEO_07.wav&lt;br /&gt;
NUR_TIMEO_08.wav&lt;br /&gt;
NUR_TIMEO_09.wav&lt;br /&gt;
NUR_TIMEO_10.wav&lt;br /&gt;
NUR_UALERT_01.wav&lt;br /&gt;
NUR_UALERT_02.wav&lt;br /&gt;
NUR_UALERT_03.wav&lt;br /&gt;
NUR_UALERT_04.wav&lt;br /&gt;
NUR_USE_01.wav&lt;br /&gt;
NUR_USE_02.wav&lt;br /&gt;
NUR_USE_03.wav&lt;br /&gt;
NUR_USE_04.wav&lt;br /&gt;
NUR_USE_05.wav&lt;br /&gt;
NUR_USE_06.wav&lt;br /&gt;
NUR_USE_07.wav&lt;br /&gt;
NUR_USE_08.wav&lt;br /&gt;
NUR_USENW_01.wav&lt;br /&gt;
NUR_USENW_02.wav&lt;br /&gt;
NUR_USENW_03.wav&lt;br /&gt;
NUR_USENW_04.wav&lt;br /&gt;
NUR_USENW_05.wav&lt;br /&gt;
NUR_USENW_06.wav&lt;br /&gt;
TECH_ALERT_01.wav&lt;br /&gt;
TECH_ALERT_02.wav&lt;br /&gt;
TECH_ALERT_03.wav&lt;br /&gt;
TECH_ALERT_04.wav&lt;br /&gt;
TECH_ALERT_05.wav&lt;br /&gt;
TECH_ALERT_06.wav&lt;br /&gt;
TECH_ALERT_07.wav&lt;br /&gt;
TECH_COWER_01.wav&lt;br /&gt;
TECH_COWER_02.wav&lt;br /&gt;
TECH_COWER_03.wav&lt;br /&gt;
TECH_COWER_04.wav&lt;br /&gt;
TECH_COWER_05.wav&lt;br /&gt;
TECH_COWER_06.wav&lt;br /&gt;
TECH_COWER_07.wav&lt;br /&gt;
TECH_COWER_08.wav&lt;br /&gt;
TECH_COWER_09.wav&lt;br /&gt;
TECH_COWER_10.wav&lt;br /&gt;
Tech_LgPain_01.wav&lt;br /&gt;
Tech_LgPain_02.wav&lt;br /&gt;
Tech_LgPain_03.wav&lt;br /&gt;
Tech_LgPain_04.wav&lt;br /&gt;
Tech_LgPain_05.wav&lt;br /&gt;
Tech_Panic_01.wav&lt;br /&gt;
Tech_Panic_02.wav&lt;br /&gt;
Tech_Panic_03.wav&lt;br /&gt;
Tech_Panic_04.wav&lt;br /&gt;
Tech_Panic_05.wav&lt;br /&gt;
Tech_SmPain_01.wav&lt;br /&gt;
Tech_SmPain_02.wav&lt;br /&gt;
Tech_SmPain_03.wav&lt;br /&gt;
Tech_SmPain_04.wav&lt;br /&gt;
Tech_SmPain_05.wav&lt;br /&gt;
TECH_TIMEO_01.wav&lt;br /&gt;
TECH_TIMEO_02.wav&lt;br /&gt;
TECH_TIMEO_03.wav&lt;br /&gt;
TECH_TIMEO_04.wav&lt;br /&gt;
TECH_TIMEO_05.wav&lt;br /&gt;
TECH_TIMEO_06.wav&lt;br /&gt;
TECH_TIMEO_07.wav&lt;br /&gt;
TECH_TIMEO_08.wav&lt;br /&gt;
TECH_TIMEO_09.wav&lt;br /&gt;
TECH_TIMEO_10.wav&lt;br /&gt;
TECH_ULERT_01.wav&lt;br /&gt;
TECH_ULERT_02.wav&lt;br /&gt;
TECH_ULERT_03.wav&lt;br /&gt;
TECH_ULERT_04.wav&lt;br /&gt;
TECH_ULERT_05.wav&lt;br /&gt;
TECH_ULERT_06.wav&lt;br /&gt;
TECH_USE_01.wav&lt;br /&gt;
TECH_USE_02.wav&lt;br /&gt;
TECH_USE_03.wav&lt;br /&gt;
TECH_USE_04.wav&lt;br /&gt;
TECH_USE_05.wav&lt;br /&gt;
TECH_USE_06.wav&lt;br /&gt;
TECH_USE_07.wav&lt;br /&gt;
TECH_USE_08.wav&lt;br /&gt;
TECH_USE_09.wav&lt;br /&gt;
TECH_USE_10.wav&lt;br /&gt;
TRAINING_PS2_01_INST_01.wav&lt;br /&gt;
TRAINING_PS2_01_INST_02.wav&lt;br /&gt;
TRAINING_PS2_01_INST_03.wav&lt;br /&gt;
TRAINING_PS2_01_INST_04.wav&lt;br /&gt;
TRAINING_PS2_01_INST_05.wav&lt;br /&gt;
TRAINING_PS2_01_INST_06.wav&lt;br /&gt;
TRAINING_PS2_01_INST_07.wav&lt;br /&gt;
TRAINING_PS2_01_INST_08.wav&lt;br /&gt;
TRAINING_PS2_01_INST_09.wav&lt;br /&gt;
TRAINING_PS2_01_INST_10.wav&lt;br /&gt;
TRAINING_PS2_01_INST_11.wav&lt;br /&gt;
TRAINING_PS2_01_INST_12.wav&lt;br /&gt;
TRAINING_PS2_01_INST_13.wav&lt;br /&gt;
TRAINING_PS2_01_INST_14.wav&lt;br /&gt;
TRAINING_PS2_01_INST_15.wav&lt;br /&gt;
TRAINING_PS2_01_INST_16.wav&lt;br /&gt;
TRAINING_PS2_01_INST_17.wav&lt;br /&gt;
TRAINING_PS2_01_INST_18.wav&lt;br /&gt;
TRAINING_PS2_01_INST_19.wav&lt;br /&gt;
TRAINING_PS2_01_INST_20.wav&lt;br /&gt;
TRAINING_PS2_01_INST_21.wav&lt;br /&gt;
TRAINING_PS2_01_INST_22.wav&lt;br /&gt;
TRAINING_PS2_01_INST_23.wav&lt;br /&gt;
TRAINING_PS2_01_INST_24.wav&lt;br /&gt;
TRAINING_PS2_01_INST_25.wav&lt;br /&gt;
TRAINING_PS2_01_INST_26.wav&lt;br /&gt;
TRAINING_PS2_01_INST_27.wav&lt;br /&gt;
TRAINING_PS2_01_INST_28.wav&lt;br /&gt;
TRAINING_PS2_01_INST_29.wav&lt;br /&gt;
TRAINING_PS2_01_INST_30.wav&lt;br /&gt;
TRAINING_PS2_01_INST_31.wav&lt;br /&gt;
TRAINING_PS2_01_INST_32.wav&lt;br /&gt;
TRAINING_PS2_01_INST_33.wav&lt;br /&gt;
TRAINING_PS2_01_INST_34.wav&lt;br /&gt;
TRAINING_PS2_01_INST_35.wav&lt;br /&gt;
TRAINING_PS2_01_INST_36.wav&lt;br /&gt;
TRAINING_PS2_01_INST_37.wav&lt;br /&gt;
TRAINING_PS2_01_INST_38.wav&lt;br /&gt;
TRAINING_PS2_01_INST_39.wav&lt;br /&gt;
TRAINING_PS2_01_INST_40.wav&lt;br /&gt;
TRAINING_PS2_01_INST_41.wav&lt;br /&gt;
TRAINING_PS2_01_INST_42.wav&lt;br /&gt;
TRAINING_PS2_01_INST_43.wav&lt;br /&gt;
TRAINING_PS2_01_INST_44.wav&lt;br /&gt;
TRAINING_PS2_01_INST_45.wav&lt;br /&gt;
TRAINING_PS2_01_INST_46.wav&lt;br /&gt;
TRAINING_PS2_01_INST_47.wav&lt;br /&gt;
TRAINING_PS2_01_INST_48.wav&lt;br /&gt;
TRAINING_PS2_01_INST_49.wav&lt;br /&gt;
TRAINING_PS2_01_INST_50.wav&lt;br /&gt;
TRAINING_PS2_01_INST_51.wav&lt;br /&gt;
TRAINING_PS2_01_INST_52.wav&lt;br /&gt;
TRAINING_PS2_01_INST_53.wav&lt;br /&gt;
TRAINING_PS2_01_INST_54.wav&lt;br /&gt;
TRAINING_PS2_01_INST_55.wav&lt;br /&gt;
TRAINING_PS2_02_INST_01.wav&lt;br /&gt;
TRAINING_PS2_02_INST_02.wav&lt;br /&gt;
TRAINING_PS2_02_INST_03.wav&lt;br /&gt;
TRAINING_PS2_02_INST_04.wav&lt;br /&gt;
TRAINING_PS2_02_INST_05.wav&lt;br /&gt;
TRAINING_PS2_02_INST_06.wav&lt;br /&gt;
TRAINING_PS2_02_INST_07.wav&lt;br /&gt;
TRAINING_PS2_02_INST_08.wav&lt;br /&gt;
TRAINING_PS2_02_INST_09.wav&lt;br /&gt;
TRAINING_PS2_02_INST_10.wav&lt;br /&gt;
TRAINING_PS2_02_INST_11.wav&lt;br /&gt;
TRAINING_PS2_02_INST_12.wav&lt;br /&gt;
TRAINING_PS2_02_INST_13.wav&lt;br /&gt;
TRAINING_PS2_02_INST_14.wav&lt;br /&gt;
TRAINING_PS2_02_INST_15.wav&lt;br /&gt;
TRAINING_PS2_02_INST_16.wav&lt;br /&gt;
TRAINING_PS2_02_INST_17.wav&lt;br /&gt;
TRAINING_PS2_02_INST_18.wav&lt;br /&gt;
TRAINING_PS2_02_INST_19.wav&lt;br /&gt;
TRAINING_PS2_02_INST_20.wav&lt;br /&gt;
TRAINING_PS2_02_INST_21.wav&lt;br /&gt;
TRAINING_PS2_02_INST_22.wav&lt;br /&gt;
TRAINING_PS2_02_INST_23.wav&lt;br /&gt;
TRAINING_PS2_02_INST_24.wav&lt;br /&gt;
TRAINING_PS2_02_INST_25.wav&lt;br /&gt;
TRAINING_PS2_02_INST_26.wav&lt;br /&gt;
TRAINING_PS2_02_INST_27.wav&lt;br /&gt;
TRAINING_PS2_02_MIN_01.wav&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
Assault_Attack.wav&lt;br /&gt;
Assault_Burst.wav&lt;br /&gt;
Assault_Decay.wav&lt;br /&gt;
Assault_loop.wav&lt;br /&gt;
Assault2_Attack.wav&lt;br /&gt;
Assault2_Decay.wav&lt;br /&gt;
Assault2_loop.wav&lt;br /&gt;
atomic.wav&lt;br /&gt;
Attach_01.wav&lt;br /&gt;
Attach_02.wav&lt;br /&gt;
AutoTurret_Close.wav&lt;br /&gt;
AutoTurret_Open.wav&lt;br /&gt;
Baboom.wav&lt;br /&gt;
bigboom01.wav&lt;br /&gt;
Boom_01.wav&lt;br /&gt;
Boom_02.wav&lt;br /&gt;
Boom_Lg01.wav&lt;br /&gt;
Boom_Lg02.wav&lt;br /&gt;
Boom_Md01.wav&lt;br /&gt;
Boom_Md02.wav&lt;br /&gt;
Boom_Sm01.wav&lt;br /&gt;
Boom_Sm02.wav&lt;br /&gt;
Camerahit.wav&lt;br /&gt;
CapekCane_Fire_01.wav&lt;br /&gt;
CapekCane_Fire_02.wav&lt;br /&gt;
Charge_Count.wav&lt;br /&gt;
ClipDrop_01.wav&lt;br /&gt;
ClipDrop_02.wav&lt;br /&gt;
ClipDrop_03.wav&lt;br /&gt;
ClipDrop_04.wav&lt;br /&gt;
Detach_01.wav&lt;br /&gt;
digging.wav&lt;br /&gt;
DistExp_01.wav&lt;br /&gt;
DistExp_02.wav&lt;br /&gt;
DistExp_03.wav&lt;br /&gt;
DistExp_04.wav&lt;br /&gt;
Drill_Hit_Metal.wav&lt;br /&gt;
Drill_Hit_Rock.wav&lt;br /&gt;
explosion.wav&lt;br /&gt;
Flyloop_01.wav&lt;br /&gt;
FT_Burn_01.wav&lt;br /&gt;
FT_Burn_02.wav&lt;br /&gt;
FT_Ignite_01.wav&lt;br /&gt;
FT_Ignite_02.wav&lt;br /&gt;
FT_Ignite_03.wav&lt;br /&gt;
Grenade_Tick.wav&lt;br /&gt;
Gun_Hit.wav&lt;br /&gt;
Gun_Hit_Default_01.wav&lt;br /&gt;
Gun_Hit_Default_02.wav&lt;br /&gt;
Gun_Hit_Default_03.wav&lt;br /&gt;
Gun_Hit_Default_04.wav&lt;br /&gt;
Gun_Hit_Flesh.wav&lt;br /&gt;
Gun_Hit_Flesh_01.wav&lt;br /&gt;
Gun_Hit_Flesh_02.wav&lt;br /&gt;
Gun_Hit_Flesh_03.wav&lt;br /&gt;
Gun_Hit_Flesh_04.wav&lt;br /&gt;
Gun_Hit_Metal.wav&lt;br /&gt;
Gun_Hit_Metal_01.wav&lt;br /&gt;
Gun_Hit_Metal_02.wav&lt;br /&gt;
Gun_Hit_Metal_03.wav&lt;br /&gt;
Gun_Hit_Metal_04.wav&lt;br /&gt;
Gun_Hit_Rock.wav&lt;br /&gt;
Gun_Hit_Rock_01.wav&lt;br /&gt;
Gun_Hit_Rock_02.wav&lt;br /&gt;
Gun_Hit_Rock_03.wav&lt;br /&gt;
Gun_Hit_Rock_04.wav&lt;br /&gt;
Gun_Hit_Water_01.wav&lt;br /&gt;
Gun_Hit_Water_02.wav&lt;br /&gt;
Gun_Hit_Water_03.wav&lt;br /&gt;
Gun_Hit_Water_04.wav&lt;br /&gt;
HandGun_Click01.wav&lt;br /&gt;
HandGun_Fire01.wav&lt;br /&gt;
HandGun_Fire02.wav&lt;br /&gt;
handgun_switch.wav&lt;br /&gt;
HEAP_Fire.wav&lt;br /&gt;
HeavyMachineGun.wav&lt;br /&gt;
HeavyMachineGun_02.wav&lt;br /&gt;
laser_01.wav&lt;br /&gt;
laser_02.wav&lt;br /&gt;
laser_03.wav&lt;br /&gt;
Laser_Hit.wav&lt;br /&gt;
Laser_Hit_Flesh_01.wav&lt;br /&gt;
Laser_Hit_Flesh_02.wav&lt;br /&gt;
Laser_Hit_Metal_01.wav&lt;br /&gt;
Laser_Hit_Metal_02.wav&lt;br /&gt;
Laser_Hit_Rock_01.wav&lt;br /&gt;
Laser_Hit_Rock_02.wav&lt;br /&gt;
laser_loop_01.wav&lt;br /&gt;
Machine_Loop.wav&lt;br /&gt;
Machine_Loop_02.wav&lt;br /&gt;
Machine_Loop_2.wav&lt;br /&gt;
Machine_Loop_r.wav&lt;br /&gt;
Machine_Shot.wav&lt;br /&gt;
missile_01.wav&lt;br /&gt;
missile_02.wav&lt;br /&gt;
missile_hit.wav&lt;br /&gt;
missile_loop.wav&lt;br /&gt;
Rail_Fail.wav&lt;br /&gt;
Rail_Fire_01.wav&lt;br /&gt;
Rail_Flyby_01.wav&lt;br /&gt;
Rail_Flyby_02.wav&lt;br /&gt;
Rail_Rifle_Hit.wav&lt;br /&gt;
ricochet_01.wav&lt;br /&gt;
ricochet_02.wav&lt;br /&gt;
ricochet_03.wav&lt;br /&gt;
ricochet_04.wav&lt;br /&gt;
ricochet_05.wav&lt;br /&gt;
ricochet_06.wav&lt;br /&gt;
ricochet_07.wav&lt;br /&gt;
ricochet_08.wav&lt;br /&gt;
ricochet_09.wav&lt;br /&gt;
ricochet_10.wav&lt;br /&gt;
ricochet_11.wav&lt;br /&gt;
ricochet_12.wav&lt;br /&gt;
ricochet_13.wav&lt;br /&gt;
ricochet_14.wav&lt;br /&gt;
ricochet_15.wav&lt;br /&gt;
ricochet_16.wav&lt;br /&gt;
Riot_Impact_Flesh_01.wav&lt;br /&gt;
Riot_Impact_Flesh_02.wav&lt;br /&gt;
Riot_Impact_Ice_01.wav&lt;br /&gt;
Riot_Impact_Ice_02.wav&lt;br /&gt;
Riot_Impact_Metal_01.wav&lt;br /&gt;
Riot_Impact_Metal_02.wav&lt;br /&gt;
Riot_Impact_Rock_01.wav&lt;br /&gt;
Riot_Impact_Rock_02.wav&lt;br /&gt;
Riot_Jolt_01.wav&lt;br /&gt;
Riot_Jolt_02.wav&lt;br /&gt;
Riot_Jolt_03.wav&lt;br /&gt;
Riot_Jolt_04.wav&lt;br /&gt;
Riot_Spark_01.wav&lt;br /&gt;
Riot_Spark_02.wav&lt;br /&gt;
Riot_Spark_03.wav&lt;br /&gt;
Rocket_Hit_Flesh_01.wav&lt;br /&gt;
Rocket_Hit_Flesh_02.wav&lt;br /&gt;
Rocket_Hit_Flesh_03.wav&lt;br /&gt;
Rocket_Hit_Flesh_04.wav&lt;br /&gt;
Rocket_Launch_01.wav&lt;br /&gt;
Rocket_Launch_02.wav&lt;br /&gt;
Rocket_Lob.wav&lt;br /&gt;
Rocket_Lock.wav&lt;br /&gt;
Rocket_Scan.wav&lt;br /&gt;
shieldhit.wav&lt;br /&gt;
Shol_Boom.wav&lt;br /&gt;
Shol_Launch.wav&lt;br /&gt;
ShotGun_01.wav&lt;br /&gt;
Shotgun_02.wav&lt;br /&gt;
Silencer_01.wav&lt;br /&gt;
Silencer_02.wav&lt;br /&gt;
Sniper_Aim_01.wav&lt;br /&gt;
Sniper_Fire_01.wav&lt;br /&gt;
Sniper_Fire_02.wav&lt;br /&gt;
Sniper_Fire_03.wav&lt;br /&gt;
Tank_Boom_01.wav&lt;br /&gt;
Tank_Cannon.wav&lt;br /&gt;
Tank_Servo.wav&lt;br /&gt;
target.wav&lt;br /&gt;
Torpedo_Hit.wav&lt;br /&gt;
Torpedo_Hit_Flesh.wav&lt;br /&gt;
Torpedo_Launch.wav&lt;br /&gt;
Torpedo_Loop.wav&lt;br /&gt;
Turret_01.wav&lt;br /&gt;
Turret_Die.wav&lt;br /&gt;
Turret_Loop.wav&lt;br /&gt;
Vauss_01.wav&lt;br /&gt;
Vauss_02.wav&lt;br /&gt;
Vauss_03.wav&lt;br /&gt;
Vauss_04A.wav&lt;br /&gt;
Vauss_04L.wav&lt;br /&gt;
Vauss_04R.wav&lt;br /&gt;
Vauss_05.wav&lt;br /&gt;
Vauss_Distant_01.wav&lt;br /&gt;
Vauss_Distant_02.wav&lt;br /&gt;
Vauss_Distant_03.wav&lt;br /&gt;
Vauss_Distant_04.wav&lt;br /&gt;
Vauss_Motor_Start.wav&lt;br /&gt;
Vauss_Motor_Stop.wav&lt;br /&gt;
Vauss_Ricochet.wav&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5484</id>
		<title>RED: Help</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5484"/>
		<updated>2014-11-09T17:52:35Z</updated>

		<summary type="html">&lt;p&gt;Eggy: /* Sound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This serves as an easy way to access RED's help information. Information from [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=517212 RED.HLP, RED.CHM], [https://www.factionfiles.com Faction Files], and [http://www.rfrun.net RFRun] have been compiled together.&lt;br /&gt;
[[Link title]]&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
=== View Ports ===&lt;br /&gt;
=== Status Window ===&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
=== General Preferences ===&lt;br /&gt;
=== Texture Preferences ===&lt;br /&gt;
=== Visual Preferences ===&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
=== File Menu ===&lt;br /&gt;
=== Edit Menu ===&lt;br /&gt;
=== Level Menu ===&lt;br /&gt;
=== View Menu ===&lt;br /&gt;
=== Tools Menu ===&lt;br /&gt;
=== Main Toolbar ===&lt;br /&gt;
=== Help Menu ===&lt;br /&gt;
&lt;br /&gt;
== Hot Keys ==&lt;br /&gt;
=== [[RED: Hot Keys#Camera Movement|Camera Movement Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush/Object Movement|Brush/Object Movement Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Universal|Universal Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush Mode|Brush Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Face Mode|Face Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Vertex Mode|Vertex Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Texture Mode|Texture Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Object Mode|Object Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Group Mode|Group Mode Hot Keys]] ===&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
=== Brush Mode Functions ===&lt;br /&gt;
=== Vertex Mode Functions ===&lt;br /&gt;
=== Face Mode Functions ===&lt;br /&gt;
=== Texture Mode Functions ===&lt;br /&gt;
=== Object Mode Functions ===&lt;br /&gt;
=== Group Mode Functions ===&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
=== Stretch ===&lt;br /&gt;
=== Bend ===&lt;br /&gt;
=== Twist ===&lt;br /&gt;
=== Jitter ===&lt;br /&gt;
=== Carving and Fusing ===&lt;br /&gt;
=== Mesh Smooth ===&lt;br /&gt;
=== Brush Clipping Tool ===&lt;br /&gt;
&lt;br /&gt;
== Basic Design ==&lt;br /&gt;
=== Basic Rules of Level Design ===&lt;br /&gt;
=== Portals ===&lt;br /&gt;
=== Using Groups ===&lt;br /&gt;
=== Making Your First Level ===&lt;br /&gt;
=== Creating a Level Pack File ===&lt;br /&gt;
&lt;br /&gt;
== Texturing ==&lt;br /&gt;
=== Texture Browser ===&lt;br /&gt;
=== Texture Mapping Types ===&lt;br /&gt;
=== UV Unwrapper Function ===&lt;br /&gt;
=== Using the UV Unwrapper ===&lt;br /&gt;
=== Face Properties ===&lt;br /&gt;
=== Using Custom Textures in RED ===&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
=== Light Object Properties ===&lt;br /&gt;
=== Over Brightening ===&lt;br /&gt;
=== Calculating Lightmaps and Lighting ===&lt;br /&gt;
&lt;br /&gt;
== Mover Groups ==&lt;br /&gt;
=== Keyframe Properties ===&lt;br /&gt;
=== Creating a Translating Mover ===&lt;br /&gt;
=== Creating a Rotating Mover ===&lt;br /&gt;
=== Movers in Movers ===&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
=== Select Object ===&lt;br /&gt;
=== Hide Object ===&lt;br /&gt;
=== Entities ===&lt;br /&gt;
==== Entity Properties ====&lt;br /&gt;
==== Entity State Animations ====&lt;br /&gt;
==== Entity Death Animations ====&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== AI Action Events ====&lt;br /&gt;
==== Catalyst Events ====&lt;br /&gt;
==== Level Events ====&lt;br /&gt;
==== Modifier Events ====&lt;br /&gt;
==== Special Events ====&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
==== Nav Points ====&lt;br /&gt;
==== Way Points ====&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
=== [[RED: List of Sounds|List of Sounds]] ===&lt;br /&gt;
==== [[RED: List of Sounds#Ambient|Ambient Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Creature|Creature Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Foley 1|Foley 1 Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Foley 2|Foley 2 Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#General|General Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Impact|Impact Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Vehicle|Vehicle Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Voice|Voice Sounds]] ====&lt;br /&gt;
==== [[RED: List of Sounds#Weapon|Weapon Sounds]] ====&lt;br /&gt;
=== Adding Custom Sounds To Your Level ===&lt;br /&gt;
=== Adding EAX To Your Level ===&lt;br /&gt;
&lt;br /&gt;
== Advanced Design ==&lt;br /&gt;
=== Detail Brushes ===&lt;br /&gt;
=== How to Make Perfect Curves ===&lt;br /&gt;
=== Poly Reduction ===&lt;br /&gt;
=== Using Mesh Brushes ===&lt;br /&gt;
=== Exporting Your Level as a VRML ===&lt;br /&gt;
=== RED Report Generator ===&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
=== How To Make Glass ===&lt;br /&gt;
=== Creating a Skybox ===&lt;br /&gt;
=== Creating a Double Door with Frame ===&lt;br /&gt;
=== Creating Natural Areas in RED ===&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
=== Level Limits ===&lt;br /&gt;
=== Holes ===&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5483</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5483"/>
		<updated>2014-11-09T17:25:41Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Added hotkeys (red.chm)/* Group Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| B || Snap cookie cutter brush to camera&lt;br /&gt;
|-&lt;br /&gt;
| D || Stretch selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected brush(es) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient brush to world&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected brush(es) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected brush(es)&lt;br /&gt;
'''''Tip''''': Using this with multiple brushes using this does not work; only the coordinates for one brush are displayed and changeable&lt;br /&gt;
|-&lt;br /&gt;
| Q || Lock selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Q || Unlock locked brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush by UID&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste copied brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| X || Open brush clipping dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Extrude selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| B || Bevel selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Tip''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale a face.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected vertex(ices) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all vertices of selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected vertices (SPECIAL)&lt;br /&gt;
'''''Note''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale vertices&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Backspace || Reselect previously selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected face's UV map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste UV map to selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Q || Box map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Planar map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + W || Cylinder map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap cylinder map to grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Flip selected face(s) horizontally&lt;br /&gt;
|-&lt;br /&gt;
| V || Flip selected face(s) vertically&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Note''''': Hold down &amp;quot;S&amp;quot; and use the up and down arrow keys to scale a texture on a face.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected face(s) properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select object by UID&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected object(s) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected object&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient selected object(s) to world&lt;br /&gt;
|-&lt;br /&gt;
| S || Staple selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + T || Teleport camera to first selected object&lt;br /&gt;
|-&lt;br /&gt;
| K || Link 2 selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + K || Break links of all selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + L || Link properties of selected object&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Snap first selected object to camera&lt;br /&gt;
|-&lt;br /&gt;
| J || Connect/disconnect selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + W || Bring up waypoint lists (if nothing selected)&lt;br /&gt;
Create waypoint list from selected nav points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Group Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush or object by UID&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected object(s) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected object or brush&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient selected object(s) to world&lt;br /&gt;
|-&lt;br /&gt;
| S || Staple selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + T || Teleport camera to first selected object or brush&lt;br /&gt;
|-&lt;br /&gt;
| K || Link 2 selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + K || Break links of all selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + L || Link properties of selected object&lt;br /&gt;
|-&lt;br /&gt;
| J || Connect/disconnect selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5482</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5482"/>
		<updated>2014-11-09T17:21:52Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Added hotkeys (red.chm)/* Object Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| B || Snap cookie cutter brush to camera&lt;br /&gt;
|-&lt;br /&gt;
| D || Stretch selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected brush(es) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient brush to world&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected brush(es) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected brush(es)&lt;br /&gt;
'''''Tip''''': Using this with multiple brushes using this does not work; only the coordinates for one brush are displayed and changeable&lt;br /&gt;
|-&lt;br /&gt;
| Q || Lock selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Q || Unlock locked brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush by UID&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste copied brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| X || Open brush clipping dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Extrude selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| B || Bevel selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Tip''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale a face.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected vertex(ices) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all vertices of selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected vertices (SPECIAL)&lt;br /&gt;
'''''Note''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale vertices&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Backspace || Reselect previously selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected face's UV map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste UV map to selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Q || Box map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Planar map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + W || Cylinder map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap cylinder map to grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Flip selected face(s) horizontally&lt;br /&gt;
|-&lt;br /&gt;
| V || Flip selected face(s) vertically&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Note''''': Hold down &amp;quot;S&amp;quot; and use the up and down arrow keys to scale a texture on a face.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected face(s) properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select object by UID&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected object(s) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected object&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient selected object(s) to world&lt;br /&gt;
|-&lt;br /&gt;
| S || Staple selected object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + T || Teleport camera to first selected object&lt;br /&gt;
|-&lt;br /&gt;
| K || Link 2 selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + K || Break links of all selected objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + L || Link properties of selected object&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Snap first selected object to camera&lt;br /&gt;
|-&lt;br /&gt;
| J || Connect/disconnect selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + W || Bring up waypoint lists (if nothing selected)&lt;br /&gt;
Create waypoint list from selected nav points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5481</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5481"/>
		<updated>2014-11-09T17:15:17Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Added hotkeys (red.chm)/* Texture Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| B || Snap cookie cutter brush to camera&lt;br /&gt;
|-&lt;br /&gt;
| D || Stretch selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected brush(es) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient brush to world&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected brush(es) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected brush(es)&lt;br /&gt;
'''''Tip''''': Using this with multiple brushes using this does not work; only the coordinates for one brush are displayed and changeable&lt;br /&gt;
|-&lt;br /&gt;
| Q || Lock selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Q || Unlock locked brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush by UID&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste copied brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| X || Open brush clipping dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Extrude selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| B || Bevel selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Tip''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale a face.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected vertex(ices) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all vertices of selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected vertices (SPECIAL)&lt;br /&gt;
'''''Note''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale vertices&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Backspace || Reselect previously selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected face's UV map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste UV map to selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Q || Box map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Planar map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + W || Cylinder map selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap cylinder map to grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Flip selected face(s) horizontally&lt;br /&gt;
|-&lt;br /&gt;
| V || Flip selected face(s) vertically&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Note''''': Hold down &amp;quot;S&amp;quot; and use the up and down arrow keys to scale a texture on a face.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected face(s) properties&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5480</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5480"/>
		<updated>2014-11-09T17:09:44Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Added hotkeys (red.chm)/* Vertex Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| B || Snap cookie cutter brush to camera&lt;br /&gt;
|-&lt;br /&gt;
| D || Stretch selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected brush(es) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient brush to world&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected brush(es) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected brush(es)&lt;br /&gt;
'''''Tip''''': Using this with multiple brushes using this does not work; only the coordinates for one brush are displayed and changeable&lt;br /&gt;
|-&lt;br /&gt;
| Q || Lock selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Q || Unlock locked brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush by UID&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste copied brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| X || Open brush clipping dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Extrude selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| B || Bevel selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Tip''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale a face.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected vertex(ices) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all vertices of selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected vertices (SPECIAL)&lt;br /&gt;
'''''Note''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale vertices&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5479</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5479"/>
		<updated>2014-11-09T17:07:12Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Fixed hopefully? I broke things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| B || Snap cookie cutter brush to camera&lt;br /&gt;
|-&lt;br /&gt;
| D || Stretch selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected brush(es) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient brush to world&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected brush(es) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected brush(es)&lt;br /&gt;
'''''Tip''''': Using this with multiple brushes using this does not work; only the coordinates for one brush are displayed and changeable&lt;br /&gt;
|-&lt;br /&gt;
| Q || Lock selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Q || Unlock locked brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush by UID&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste copied brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| X || Open brush clipping dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Extrude selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| B || Bevel selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Tip''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale a face.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5478</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5478"/>
		<updated>2014-11-09T17:04:55Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Undo revision 5477 by Eggy (talk); An accident happened&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| B || Snap cookie cutter brush to camera&lt;br /&gt;
|-&lt;br /&gt;
| D || Stretch selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected brush(es) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient brush to world&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected brush(es) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected brush(es)&lt;br /&gt;
'''''Tip''''': Using this with multiple brushes using this does not work; only the coordinates for one brush are displayed and changeable&lt;br /&gt;
|-&lt;br /&gt;
| Q || Lock selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Q || Unlock locked brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush by UID&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste copied brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| X || Open brush clipping dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5477</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5477"/>
		<updated>2014-11-09T17:02:54Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Added hotkeys (red.chm)/* Face Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| B || Snap cookie cutter brush to camera&lt;br /&gt;
|-&lt;br /&gt;
| D || Stretch selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected brush(es) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient brush to world&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected brush(es) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected brush(es)&lt;br /&gt;
'''''Tip''''': Using this with multiple brushes using this does not work; only the coordinates for one brush are displayed and changeable&lt;br /&gt;
|-&lt;br /&gt;
| Q || Lock selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Q || Unlock locked brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush by UID&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste copied brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| X || Open brush clipping dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + E || Extrude selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| B || Bevel selected face(s)&lt;br /&gt;
|-&lt;br /&gt;
| S || Scale selected faces (SPECIAL)&lt;br /&gt;
'''''Tip''''': Hold down &amp;quot;S&amp;quot; and use the left mouse button or the arrow keys to scale a face.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + S || Select all faces of selected brush(es)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5476</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5476"/>
		<updated>2014-11-09T17:00:08Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Added hotkeys (red.chm)/* Brush Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| B || Snap cookie cutter brush to camera&lt;br /&gt;
|-&lt;br /&gt;
| D || Stretch selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + D || Move selected brush(es) center points&lt;br /&gt;
|-&lt;br /&gt;
| Delete || Delete selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + G || Snap selected brush(es) to current grid&lt;br /&gt;
|-&lt;br /&gt;
| H || Hide selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| O || Reorient brush to world&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + P || Selected brush(es) properties&lt;br /&gt;
|-&lt;br /&gt;
| Shift + P || Coordinates of selected brush(es)&lt;br /&gt;
'''''Tip''''': Using this with multiple brushes using this does not work; only the coordinates for one brush are displayed and changeable&lt;br /&gt;
|-&lt;br /&gt;
| Q || Lock selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Q || Unlock locked brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| U || Select brush by UID&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + C || Copy selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + V || Paste copied brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + X || Cut selected brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| X || Open brush clipping dialogue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5475</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5475"/>
		<updated>2014-11-09T16:49:26Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Added hotkeys (red.chm)/* Universal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| Shift + B || Brush mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + F || Face mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + V || Vertex mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + T || Texture mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + O || Object mode&lt;br /&gt;
|-&lt;br /&gt;
| Shift + G || Group mode&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + S || Save level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + O || Open level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + N || Create new level&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Y || Redo last operation; '''''Tip''''': Not all actions are redo-able&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Z || Undo last operation; '''''Tip''''': Not all actions are undo-able&lt;br /&gt;
|-&lt;br /&gt;
| I || Invert selection&lt;br /&gt;
|-&lt;br /&gt;
| Shift + H || Unhide hidden brush(es)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + H || Invert hidden brush(es) and/or object(s)&lt;br /&gt;
|-&lt;br /&gt;
| W || Hide all objects&lt;br /&gt;
|-&lt;br /&gt;
| Shift + W || Unhide all objects&lt;br /&gt;
|-&lt;br /&gt;
| F4 || Maximize window under cursor&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Make all views same size&lt;br /&gt;
|-&lt;br /&gt;
| \ || Grid brightness&lt;br /&gt;
|-&lt;br /&gt;
| ] || Grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| [ || Grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| Shift + ] || Rotational grid size increase&lt;br /&gt;
|-&lt;br /&gt;
| Shift + [ || Rotational grid size decrease&lt;br /&gt;
|-&lt;br /&gt;
| G || Global/Local coordinates toggle&lt;br /&gt;
|-&lt;br /&gt;
| Space || Rebuild geometry&lt;br /&gt;
|-&lt;br /&gt;
| Shift + L || Recalculate lighting&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Space || Calculate paths on selected nav points&lt;br /&gt;
|-&lt;br /&gt;
| F7 || Play game&lt;br /&gt;
|-&lt;br /&gt;
| F8 || Play game from camera position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5474</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5474"/>
		<updated>2014-11-09T16:41:54Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Added hotkeys/* Brush/Object Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination || Operation&lt;br /&gt;
|-&lt;br /&gt;
| M + Arrow Key || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Up || Move positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Page Down || Moves negatively in the third axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Arrow Key || Non-axis constrained rotation relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Up || Rotate positively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| R + Page Down || Rotate negatively in the 3rd axis normally not available in a given view.&lt;br /&gt;
|-&lt;br /&gt;
| M + Left Mouse Button || Non-axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|-&lt;br /&gt;
| N + Left Mouse Button || Axis constrained movement relative to the currently selected window's plane.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Universal ==&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5473</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5473"/>
		<updated>2014-11-09T13:46:13Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Numpad Formatting/* Keyboard Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad                          || Freelook      || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2     || style=&amp;quot;text-align:left&amp;quot; | Pitch Down    || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| 4     || style=&amp;quot;text-align:left&amp;quot; | Heading left  || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 6     || style=&amp;quot;text-align:left&amp;quot; | Heading right || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|-&lt;br /&gt;
| 8     || style=&amp;quot;text-align:left&amp;quot; | Pitch Up      || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| +     || style=&amp;quot;text-align:left&amp;quot; | Slide up      || +Z  || +Y    || +Y   || -Z     || +Y   || +Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || style=&amp;quot;text-align:left&amp;quot; | Slide down    || -Z  || -Y    || -Y   || +Z     || -Y   || -Y&lt;br /&gt;
|-&lt;br /&gt;
| 7     || style=&amp;quot;text-align:left&amp;quot; | Bank left     || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9     || style=&amp;quot;text-align:left&amp;quot; | Bank right    || n/a || n/a   || n/a  || n/a    || n/a  || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1     || style=&amp;quot;text-align:left&amp;quot; | Slide left    || -X  || -X    || -Z   || -X     || +X   || -Z&lt;br /&gt;
|-&lt;br /&gt;
| 3     || style=&amp;quot;text-align:left&amp;quot; | Slide right   || +X  || +X    || +Z   || +X     || -X   || +Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
== Universal ==&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5472</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5472"/>
		<updated>2014-11-09T13:31:02Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Reformat Tables/* Keyboard Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad || Freelook || Top || Front || Left || Bottom || Back || Right&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Pitch Down || + Z || + Y || + Y || - Z || + Y || + Y&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Heading left || - X || - X || - Z || - X || + X || - Z&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Heading right || + X || + X || + Z || + X || - X || + Z&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Pitch Up || - Z || - Y || - Y || + Z || - Y || - Y&lt;br /&gt;
|-&lt;br /&gt;
| + || Slide up || + Z || + Y || + Y || - Z || + Y || + Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter || Slide down || - Z || - Y || - Y || + Z || - Y || - Y&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Bank left || n/a || n/a || n/a || n/a || n/a || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Bank right || n/a || n/a || n/a || n/a || n/a || n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Slide left || - X || - X || - Z || - X || + X || - Z&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Slide right || + X || + X || + Z || + X || - X || + Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Operation&lt;br /&gt;
|-&lt;br /&gt;
| A || Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A || Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z || Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z || Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| + || Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| - || Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home || Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T || Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C || Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
== Universal ==&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5471</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5471"/>
		<updated>2014-11-09T13:11:42Z</updated>

		<summary type="html">&lt;p&gt;Eggy: /* Camera Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
=== Keyboard Movement ===&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad&lt;br /&gt;
! Freelook&lt;br /&gt;
! Top&lt;br /&gt;
! Front&lt;br /&gt;
! Left&lt;br /&gt;
! Bottom&lt;br /&gt;
! Back&lt;br /&gt;
! Right&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Pitch Down&lt;br /&gt;
| + Z&lt;br /&gt;
| + Y&lt;br /&gt;
| + Y&lt;br /&gt;
| - Z&lt;br /&gt;
| + Y&lt;br /&gt;
| + Y&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Heading left&lt;br /&gt;
| - X&lt;br /&gt;
| - X&lt;br /&gt;
| - Z&lt;br /&gt;
| - X&lt;br /&gt;
| + X&lt;br /&gt;
| - Z&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Heading right&lt;br /&gt;
| + X&lt;br /&gt;
| + X&lt;br /&gt;
| + Z&lt;br /&gt;
| + X&lt;br /&gt;
| - X&lt;br /&gt;
| + Z&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Pitch Up&lt;br /&gt;
| - Z&lt;br /&gt;
| - Y&lt;br /&gt;
| - Y&lt;br /&gt;
| + Z&lt;br /&gt;
| - Y&lt;br /&gt;
| - Y&lt;br /&gt;
|-&lt;br /&gt;
| +&lt;br /&gt;
| Slide up&lt;br /&gt;
| + Z&lt;br /&gt;
| + Y&lt;br /&gt;
| + Y&lt;br /&gt;
| - Z&lt;br /&gt;
| + Y&lt;br /&gt;
| + Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter&lt;br /&gt;
| Slide down&lt;br /&gt;
| - Z&lt;br /&gt;
| - Y&lt;br /&gt;
| - Y&lt;br /&gt;
| + Z&lt;br /&gt;
| - Y&lt;br /&gt;
| - Y&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Bank left&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Bank right&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Slide left&lt;br /&gt;
| - X&lt;br /&gt;
| - X&lt;br /&gt;
| - Z&lt;br /&gt;
| - X&lt;br /&gt;
| + X&lt;br /&gt;
| - Z&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Slide right&lt;br /&gt;
| + X&lt;br /&gt;
| + X&lt;br /&gt;
| + Z&lt;br /&gt;
| + X&lt;br /&gt;
| - X&lt;br /&gt;
| + Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key&lt;br /&gt;
! Operation&lt;br /&gt;
|-&lt;br /&gt;
| A&lt;br /&gt;
| Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A&lt;br /&gt;
| Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z&lt;br /&gt;
| Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z&lt;br /&gt;
| Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| +&lt;br /&gt;
| Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home&lt;br /&gt;
| Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T&lt;br /&gt;
| Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C&lt;br /&gt;
| Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
== Universal ==&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5470</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5470"/>
		<updated>2014-11-09T13:02:48Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Camera Movement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Camera Movement ==&lt;br /&gt;
'''''Note''''': All numerical camera movement keys only work on the numpad.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Numpad&lt;br /&gt;
! Freelook&lt;br /&gt;
! Top&lt;br /&gt;
! Front&lt;br /&gt;
! Left&lt;br /&gt;
! Bottom&lt;br /&gt;
! Back&lt;br /&gt;
! Right&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Pitch Down&lt;br /&gt;
| + Z&lt;br /&gt;
| + Y&lt;br /&gt;
| + Y&lt;br /&gt;
| - Z&lt;br /&gt;
| + Y&lt;br /&gt;
| + Y&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Heading left&lt;br /&gt;
| - X&lt;br /&gt;
| - X&lt;br /&gt;
| - Z&lt;br /&gt;
| - X&lt;br /&gt;
| + X&lt;br /&gt;
| - Z&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Heading right&lt;br /&gt;
| + X&lt;br /&gt;
| + X&lt;br /&gt;
| + Z&lt;br /&gt;
| + X&lt;br /&gt;
| - X&lt;br /&gt;
| + Z&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Pitch Up&lt;br /&gt;
| - Z&lt;br /&gt;
| - Y&lt;br /&gt;
| - Y&lt;br /&gt;
| + Z&lt;br /&gt;
| - Y&lt;br /&gt;
| - Y&lt;br /&gt;
|-&lt;br /&gt;
| +&lt;br /&gt;
| Slide up&lt;br /&gt;
| + Z&lt;br /&gt;
| + Y&lt;br /&gt;
| + Y&lt;br /&gt;
| - Z&lt;br /&gt;
| + Y&lt;br /&gt;
| + Y&lt;br /&gt;
|-&lt;br /&gt;
| Enter&lt;br /&gt;
| Slide down&lt;br /&gt;
| - Z&lt;br /&gt;
| - Y&lt;br /&gt;
| - Y&lt;br /&gt;
| + Z&lt;br /&gt;
| - Y&lt;br /&gt;
| - Y&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Bank left&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Bank right&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Slide left&lt;br /&gt;
| - X&lt;br /&gt;
| - X&lt;br /&gt;
| - Z&lt;br /&gt;
| - X&lt;br /&gt;
| + X&lt;br /&gt;
| - Z&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Slide right&lt;br /&gt;
| + X&lt;br /&gt;
| + X&lt;br /&gt;
| + Z&lt;br /&gt;
| + X&lt;br /&gt;
| - X&lt;br /&gt;
| + Z&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': Holding down &amp;quot;Shift&amp;quot; while moving makes the camera move faster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key&lt;br /&gt;
! Operation&lt;br /&gt;
|-&lt;br /&gt;
| A&lt;br /&gt;
| Zoom in&lt;br /&gt;
|-&lt;br /&gt;
| Shift + A&lt;br /&gt;
| Zoom in fast&lt;br /&gt;
|-&lt;br /&gt;
| Z&lt;br /&gt;
| Zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Z&lt;br /&gt;
| Zoom out fast&lt;br /&gt;
|-&lt;br /&gt;
| +&lt;br /&gt;
| Coarse zoom in&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Coarse zoom out&lt;br /&gt;
|-&lt;br /&gt;
| Home&lt;br /&gt;
| Teleports camera to player start location&lt;br /&gt;
|-&lt;br /&gt;
| T&lt;br /&gt;
| Teleport camera to (X,Y,Z) coordinates&lt;br /&gt;
|-&lt;br /&gt;
| Shift + C&lt;br /&gt;
| Reorient camera to world axis&lt;br /&gt;
|}&lt;br /&gt;
'''''Note''''': The coarse zoom functions have no effect in the [[RED: Help#View Ports|Free Look View Port]]&lt;br /&gt;
&lt;br /&gt;
=== Mouse Movement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Combination&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Left Button&lt;br /&gt;
| Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Right Button&lt;br /&gt;
| '''Freelook''': Changes heading and pitch.&lt;br /&gt;
'''Orthographic''': Slides camera up, down, left, and right.&lt;br /&gt;
|-&lt;br /&gt;
| Shift + Both Buttons&lt;br /&gt;
| '''Freelook''': Zooms in and out.&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl + Right Button&lt;br /&gt;
| '''Orthographic''': Teleports camera to position clicked.&lt;br /&gt;
|}&lt;br /&gt;
== Brush/Object Movement ==&lt;br /&gt;
== Universal ==&lt;br /&gt;
== Brush Mode ==&lt;br /&gt;
== Face Mode ==&lt;br /&gt;
== Vertex Mode ==&lt;br /&gt;
== Texture Mode ==&lt;br /&gt;
== Object Mode ==&lt;br /&gt;
== Group Mode ==&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5469</id>
		<title>RED: Help</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5469"/>
		<updated>2014-11-09T12:31:36Z</updated>

		<summary type="html">&lt;p&gt;Eggy: /* Hot Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This serves as an easy way to access RED's help information. Information from [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=517212 RED.HLP, RED.CHM], [https://www.factionfiles.com Faction Files], and [http://www.rfrun.net RFRun] have been compiled together.&lt;br /&gt;
[[Link title]]&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
=== View Ports ===&lt;br /&gt;
=== Status Window ===&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
=== General Preferences ===&lt;br /&gt;
=== Texture Preferences ===&lt;br /&gt;
=== Visual Preferences ===&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
=== File Menu ===&lt;br /&gt;
=== Edit Menu ===&lt;br /&gt;
=== Level Menu ===&lt;br /&gt;
=== View Menu ===&lt;br /&gt;
=== Tools Menu ===&lt;br /&gt;
=== Main Toolbar ===&lt;br /&gt;
=== Help Menu ===&lt;br /&gt;
&lt;br /&gt;
== Hot Keys ==&lt;br /&gt;
=== [[RED: Hot Keys#Camera Movement|Camera Movement Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush/Object Movement|Brush/Object Movement Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Universal|Universal Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush Mode|Brush Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Face Mode|Face Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Vertex Mode|Vertex Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Texture Mode|Texture Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Object Mode|Object Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Group Mode|Group Mode Hot Keys]] ===&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
=== Brush Mode Functions ===&lt;br /&gt;
=== Vertex Mode Functions ===&lt;br /&gt;
=== Face Mode Functions ===&lt;br /&gt;
=== Texture Mode Functions ===&lt;br /&gt;
=== Object Mode Functions ===&lt;br /&gt;
=== Group Mode Functions ===&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
=== Stretch ===&lt;br /&gt;
=== Bend ===&lt;br /&gt;
=== Twist ===&lt;br /&gt;
=== Jitter ===&lt;br /&gt;
=== Carving and Fusing ===&lt;br /&gt;
=== Mesh Smooth ===&lt;br /&gt;
=== Brush Clipping Tool ===&lt;br /&gt;
&lt;br /&gt;
== Basic Design ==&lt;br /&gt;
=== Basic Rules of Level Design ===&lt;br /&gt;
=== Portals ===&lt;br /&gt;
=== Using Groups ===&lt;br /&gt;
=== Making Your First Level ===&lt;br /&gt;
=== Creating a Level Pack File ===&lt;br /&gt;
&lt;br /&gt;
== Texturing ==&lt;br /&gt;
=== Texture Browser ===&lt;br /&gt;
=== Texture Mapping Types ===&lt;br /&gt;
=== UV Unwrapper Function ===&lt;br /&gt;
=== Using the UV Unwrapper ===&lt;br /&gt;
=== Face Properties ===&lt;br /&gt;
=== Using Custom Textures in RED ===&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
=== Light Object Properties ===&lt;br /&gt;
=== Over Brightening ===&lt;br /&gt;
=== Calculating Lightmaps and Lighting ===&lt;br /&gt;
&lt;br /&gt;
== Mover Groups ==&lt;br /&gt;
=== Keyframe Properties ===&lt;br /&gt;
=== Creating a Translating Mover ===&lt;br /&gt;
=== Creating a Rotating Mover ===&lt;br /&gt;
=== Movers in Movers ===&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
=== Select Object ===&lt;br /&gt;
=== Hide Object ===&lt;br /&gt;
=== Entities ===&lt;br /&gt;
==== Entity Properties ====&lt;br /&gt;
==== Entity State Animations ====&lt;br /&gt;
==== Entity Death Animations ====&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== AI Action Events ====&lt;br /&gt;
==== Catalyst Events ====&lt;br /&gt;
==== Level Events ====&lt;br /&gt;
==== Modifier Events ====&lt;br /&gt;
==== Special Events ====&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
==== Nav Points ====&lt;br /&gt;
==== Way Points ====&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
=== List of Sounds ===&lt;br /&gt;
==== Ambient Sounds ====&lt;br /&gt;
==== Creature Sounds ====&lt;br /&gt;
==== Foley 1 Sounds ====&lt;br /&gt;
==== Foley 2 Sounds ====&lt;br /&gt;
==== General Sounds ====&lt;br /&gt;
==== Impact Sounds ====&lt;br /&gt;
==== Vehicle Sounds ====&lt;br /&gt;
==== Voice Sounds ====&lt;br /&gt;
==== Weapon Sounds ====&lt;br /&gt;
&lt;br /&gt;
== Advanced Design ==&lt;br /&gt;
=== Detail Brushes ===&lt;br /&gt;
=== How to Make Perfect Curves ===&lt;br /&gt;
=== Poly Reduction ===&lt;br /&gt;
=== Using Mesh Brushes ===&lt;br /&gt;
=== Exporting Your Level as a VRML ===&lt;br /&gt;
=== RED Report Generator ===&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
=== How To Make Glass ===&lt;br /&gt;
=== Creating a Skybox ===&lt;br /&gt;
=== Creating a Double Door with Frame ===&lt;br /&gt;
=== Creating Natural Areas in RED ===&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
=== Level Limits ===&lt;br /&gt;
=== Holes ===&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5468</id>
		<title>RED: Hot Keys</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Hot_Keys&amp;diff=5468"/>
		<updated>2014-11-09T12:31:04Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Created page with &amp;quot;=== Camera Movement === === Brush/Object Movement === === Universal === === Brush Mode === === Face Mode === === Vertex Mode === === Texture Mode === === Object Mode === === G...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Camera Movement ===&lt;br /&gt;
=== Brush/Object Movement ===&lt;br /&gt;
=== Universal ===&lt;br /&gt;
=== Brush Mode ===&lt;br /&gt;
=== Face Mode ===&lt;br /&gt;
=== Vertex Mode ===&lt;br /&gt;
=== Texture Mode ===&lt;br /&gt;
=== Object Mode ===&lt;br /&gt;
=== Group Mode ===&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5467</id>
		<title>RED: Help</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5467"/>
		<updated>2014-11-09T12:30:03Z</updated>

		<summary type="html">&lt;p&gt;Eggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This serves as an easy way to access RED's help information. Information from [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=517212 RED.HLP, RED.CHM], [https://www.factionfiles.com Faction Files], and [http://www.rfrun.net RFRun] have been compiled together.&lt;br /&gt;
[[Link title]]&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
=== View Ports ===&lt;br /&gt;
=== Status Window ===&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
=== General Preferences ===&lt;br /&gt;
=== Texture Preferences ===&lt;br /&gt;
=== Visual Preferences ===&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
=== File Menu ===&lt;br /&gt;
=== Edit Menu ===&lt;br /&gt;
=== Level Menu ===&lt;br /&gt;
=== View Menu ===&lt;br /&gt;
=== Tools Menu ===&lt;br /&gt;
=== Main Toolbar ===&lt;br /&gt;
=== Help Menu ===&lt;br /&gt;
&lt;br /&gt;
== Hot Keys ==&lt;br /&gt;
=== [[RED: Hot Keys#Camera Movement)|Camera Movement Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush/Object Movement)|Brush/Object Movement Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Universal)|Universal Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Brush Mode)|Brush Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Face Mode)|Face Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Vertex Mode)|Vertex Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Texture Mode)|Texture Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Object Mode)|Object Mode Hot Keys]] ===&lt;br /&gt;
=== [[RED: Hot Keys#Group Mode)|Group Mode Hot Keys]] ===&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
=== Brush Mode Functions ===&lt;br /&gt;
=== Vertex Mode Functions ===&lt;br /&gt;
=== Face Mode Functions ===&lt;br /&gt;
=== Texture Mode Functions ===&lt;br /&gt;
=== Object Mode Functions ===&lt;br /&gt;
=== Group Mode Functions ===&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
=== Stretch ===&lt;br /&gt;
=== Bend ===&lt;br /&gt;
=== Twist ===&lt;br /&gt;
=== Jitter ===&lt;br /&gt;
=== Carving and Fusing ===&lt;br /&gt;
=== Mesh Smooth ===&lt;br /&gt;
=== Brush Clipping Tool ===&lt;br /&gt;
&lt;br /&gt;
== Basic Design ==&lt;br /&gt;
=== Basic Rules of Level Design ===&lt;br /&gt;
=== Portals ===&lt;br /&gt;
=== Using Groups ===&lt;br /&gt;
=== Making Your First Level ===&lt;br /&gt;
=== Creating a Level Pack File ===&lt;br /&gt;
&lt;br /&gt;
== Texturing ==&lt;br /&gt;
=== Texture Browser ===&lt;br /&gt;
=== Texture Mapping Types ===&lt;br /&gt;
=== UV Unwrapper Function ===&lt;br /&gt;
=== Using the UV Unwrapper ===&lt;br /&gt;
=== Face Properties ===&lt;br /&gt;
=== Using Custom Textures in RED ===&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
=== Light Object Properties ===&lt;br /&gt;
=== Over Brightening ===&lt;br /&gt;
=== Calculating Lightmaps and Lighting ===&lt;br /&gt;
&lt;br /&gt;
== Mover Groups ==&lt;br /&gt;
=== Keyframe Properties ===&lt;br /&gt;
=== Creating a Translating Mover ===&lt;br /&gt;
=== Creating a Rotating Mover ===&lt;br /&gt;
=== Movers in Movers ===&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
=== Select Object ===&lt;br /&gt;
=== Hide Object ===&lt;br /&gt;
=== Entities ===&lt;br /&gt;
==== Entity Properties ====&lt;br /&gt;
==== Entity State Animations ====&lt;br /&gt;
==== Entity Death Animations ====&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== AI Action Events ====&lt;br /&gt;
==== Catalyst Events ====&lt;br /&gt;
==== Level Events ====&lt;br /&gt;
==== Modifier Events ====&lt;br /&gt;
==== Special Events ====&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
==== Nav Points ====&lt;br /&gt;
==== Way Points ====&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
=== List of Sounds ===&lt;br /&gt;
==== Ambient Sounds ====&lt;br /&gt;
==== Creature Sounds ====&lt;br /&gt;
==== Foley 1 Sounds ====&lt;br /&gt;
==== Foley 2 Sounds ====&lt;br /&gt;
==== General Sounds ====&lt;br /&gt;
==== Impact Sounds ====&lt;br /&gt;
==== Vehicle Sounds ====&lt;br /&gt;
==== Voice Sounds ====&lt;br /&gt;
==== Weapon Sounds ====&lt;br /&gt;
&lt;br /&gt;
== Advanced Design ==&lt;br /&gt;
=== Detail Brushes ===&lt;br /&gt;
=== How to Make Perfect Curves ===&lt;br /&gt;
=== Poly Reduction ===&lt;br /&gt;
=== Using Mesh Brushes ===&lt;br /&gt;
=== Exporting Your Level as a VRML ===&lt;br /&gt;
=== RED Report Generator ===&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
=== How To Make Glass ===&lt;br /&gt;
=== Creating a Skybox ===&lt;br /&gt;
=== Creating a Double Door with Frame ===&lt;br /&gt;
=== Creating Natural Areas in RED ===&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
=== Level Limits ===&lt;br /&gt;
=== Holes ===&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5466</id>
		<title>RED: Help</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5466"/>
		<updated>2014-11-09T12:12:09Z</updated>

		<summary type="html">&lt;p&gt;Eggy: /* Lighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This serves as an easy way to access RED's help information. Information from [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=517212 RED.HLP, RED.CHM], [https://www.factionfiles.com Faction Files], and [http://www.rfrun.net RFRun] have been compiled together.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
=== View Ports ===&lt;br /&gt;
=== Status Window ===&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
=== General Preferences ===&lt;br /&gt;
=== Texture Preferences ===&lt;br /&gt;
=== Visual Preferences ===&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
=== File Menu ===&lt;br /&gt;
=== Edit Menu ===&lt;br /&gt;
=== Level Menu ===&lt;br /&gt;
=== View Menu ===&lt;br /&gt;
=== Tools Menu ===&lt;br /&gt;
=== Main Toolbar ===&lt;br /&gt;
=== Help Menu ===&lt;br /&gt;
&lt;br /&gt;
== Hot Keys ==&lt;br /&gt;
=== Camera Movement Hot Keys ===&lt;br /&gt;
=== Brush/Object Movement Keys ===&lt;br /&gt;
=== Universal Hot Keys ===&lt;br /&gt;
=== Brush Mode Hot Keys ===&lt;br /&gt;
=== Face Mode Hot Keys ===&lt;br /&gt;
=== Vertex Mode Hot Keys ===&lt;br /&gt;
=== Texture Mode Hot Keys ===&lt;br /&gt;
=== Object Mode Hot Keys ===&lt;br /&gt;
=== Group Mode Hot Keys ===&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
=== Brush Mode Functions ===&lt;br /&gt;
=== Vertex Mode Functions ===&lt;br /&gt;
=== Face Mode Functions ===&lt;br /&gt;
=== Texture Mode Functions ===&lt;br /&gt;
=== Object Mode Functions ===&lt;br /&gt;
=== Group Mode Functions ===&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
=== Stretch ===&lt;br /&gt;
=== Bend ===&lt;br /&gt;
=== Twist ===&lt;br /&gt;
=== Jitter ===&lt;br /&gt;
=== Carving and Fusing ===&lt;br /&gt;
=== Mesh Smooth ===&lt;br /&gt;
=== Brush Clipping Tool ===&lt;br /&gt;
&lt;br /&gt;
== Basic Design ==&lt;br /&gt;
=== Basic Rules of Level Design ===&lt;br /&gt;
=== Portals ===&lt;br /&gt;
=== Using Groups ===&lt;br /&gt;
=== Making Your First Level ===&lt;br /&gt;
=== Creating a Level Pack File ===&lt;br /&gt;
&lt;br /&gt;
== Texturing ==&lt;br /&gt;
=== Texture Browser ===&lt;br /&gt;
=== Texture Mapping Types ===&lt;br /&gt;
=== UV Unwrapper Function ===&lt;br /&gt;
=== Using the UV Unwrapper ===&lt;br /&gt;
=== Face Properties ===&lt;br /&gt;
=== Using Custom Textures in RED ===&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
=== Light Object Properties ===&lt;br /&gt;
=== Over Brightening ===&lt;br /&gt;
=== Calculating Lightmaps and Lighting ===&lt;br /&gt;
&lt;br /&gt;
== Mover Groups ==&lt;br /&gt;
=== Keyframe Properties ===&lt;br /&gt;
=== Creating a Translating Mover ===&lt;br /&gt;
=== Creating a Rotating Mover ===&lt;br /&gt;
=== Movers in Movers ===&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
=== Select Object ===&lt;br /&gt;
=== Hide Object ===&lt;br /&gt;
=== Entities ===&lt;br /&gt;
==== Entity Properties ====&lt;br /&gt;
==== Entity State Animations ====&lt;br /&gt;
==== Entity Death Animations ====&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== AI Action Events ====&lt;br /&gt;
==== Catalyst Events ====&lt;br /&gt;
==== Level Events ====&lt;br /&gt;
==== Modifier Events ====&lt;br /&gt;
==== Special Events ====&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
==== Nav Points ====&lt;br /&gt;
==== Way Points ====&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
=== List of Sounds ===&lt;br /&gt;
==== Ambient Sounds ====&lt;br /&gt;
==== Creature Sounds ====&lt;br /&gt;
==== Foley 1 Sounds ====&lt;br /&gt;
==== Foley 2 Sounds ====&lt;br /&gt;
==== General Sounds ====&lt;br /&gt;
==== Impact Sounds ====&lt;br /&gt;
==== Vehicle Sounds ====&lt;br /&gt;
==== Voice Sounds ====&lt;br /&gt;
==== Weapon Sounds ====&lt;br /&gt;
&lt;br /&gt;
== Advanced Design ==&lt;br /&gt;
=== Detail Brushes ===&lt;br /&gt;
=== How to Make Perfect Curves ===&lt;br /&gt;
=== Poly Reduction ===&lt;br /&gt;
=== Using Mesh Brushes ===&lt;br /&gt;
=== Exporting Your Level as a VRML ===&lt;br /&gt;
=== RED Report Generator ===&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
=== How To Make Glass ===&lt;br /&gt;
=== Creating a Skybox ===&lt;br /&gt;
=== Creating a Double Door with Frame ===&lt;br /&gt;
=== Creating Natural Areas in RED ===&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
=== Level Limits ===&lt;br /&gt;
=== Holes ===&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5465</id>
		<title>RED: Help</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5465"/>
		<updated>2014-11-09T12:11:55Z</updated>

		<summary type="html">&lt;p&gt;Eggy: /* Functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This serves as an easy way to access RED's help information. Information from [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=517212 RED.HLP, RED.CHM], [https://www.factionfiles.com Faction Files], and [http://www.rfrun.net RFRun] have been compiled together.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
=== View Ports ===&lt;br /&gt;
=== Status Window ===&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
=== General Preferences ===&lt;br /&gt;
=== Texture Preferences ===&lt;br /&gt;
=== Visual Preferences ===&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
=== File Menu ===&lt;br /&gt;
=== Edit Menu ===&lt;br /&gt;
=== Level Menu ===&lt;br /&gt;
=== View Menu ===&lt;br /&gt;
=== Tools Menu ===&lt;br /&gt;
=== Main Toolbar ===&lt;br /&gt;
=== Help Menu ===&lt;br /&gt;
&lt;br /&gt;
== Hot Keys ==&lt;br /&gt;
=== Camera Movement Hot Keys ===&lt;br /&gt;
=== Brush/Object Movement Keys ===&lt;br /&gt;
=== Universal Hot Keys ===&lt;br /&gt;
=== Brush Mode Hot Keys ===&lt;br /&gt;
=== Face Mode Hot Keys ===&lt;br /&gt;
=== Vertex Mode Hot Keys ===&lt;br /&gt;
=== Texture Mode Hot Keys ===&lt;br /&gt;
=== Object Mode Hot Keys ===&lt;br /&gt;
=== Group Mode Hot Keys ===&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
=== Brush Mode Functions ===&lt;br /&gt;
=== Vertex Mode Functions ===&lt;br /&gt;
=== Face Mode Functions ===&lt;br /&gt;
=== Texture Mode Functions ===&lt;br /&gt;
=== Object Mode Functions ===&lt;br /&gt;
=== Group Mode Functions ===&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
=== Stretch ===&lt;br /&gt;
=== Bend ===&lt;br /&gt;
=== Twist ===&lt;br /&gt;
=== Jitter ===&lt;br /&gt;
=== Carving and Fusing ===&lt;br /&gt;
=== Mesh Smooth ===&lt;br /&gt;
=== Brush Clipping Tool ===&lt;br /&gt;
&lt;br /&gt;
== Basic Design ==&lt;br /&gt;
=== Basic Rules of Level Design ===&lt;br /&gt;
=== Portals ===&lt;br /&gt;
=== Using Groups ===&lt;br /&gt;
=== Making Your First Level ===&lt;br /&gt;
=== Creating a Level Pack File ===&lt;br /&gt;
&lt;br /&gt;
== Texturing ==&lt;br /&gt;
=== Texture Browser ===&lt;br /&gt;
=== Texture Mapping Types ===&lt;br /&gt;
=== UV Unwrapper Function ===&lt;br /&gt;
=== Using the UV Unwrapper ===&lt;br /&gt;
=== Face Properties ===&lt;br /&gt;
=== Using Custom Textures in RED ===&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
=== Light Object Properties ===&lt;br /&gt;
=== Over Brightening ===&lt;br /&gt;
=== Calculating Lightmaps and Lighting&lt;br /&gt;
&lt;br /&gt;
== Mover Groups ==&lt;br /&gt;
=== Keyframe Properties ===&lt;br /&gt;
=== Creating a Translating Mover ===&lt;br /&gt;
=== Creating a Rotating Mover ===&lt;br /&gt;
=== Movers in Movers ===&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
=== Select Object ===&lt;br /&gt;
=== Hide Object ===&lt;br /&gt;
=== Entities ===&lt;br /&gt;
==== Entity Properties ====&lt;br /&gt;
==== Entity State Animations ====&lt;br /&gt;
==== Entity Death Animations ====&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== AI Action Events ====&lt;br /&gt;
==== Catalyst Events ====&lt;br /&gt;
==== Level Events ====&lt;br /&gt;
==== Modifier Events ====&lt;br /&gt;
==== Special Events ====&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
==== Nav Points ====&lt;br /&gt;
==== Way Points ====&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
=== List of Sounds ===&lt;br /&gt;
==== Ambient Sounds ====&lt;br /&gt;
==== Creature Sounds ====&lt;br /&gt;
==== Foley 1 Sounds ====&lt;br /&gt;
==== Foley 2 Sounds ====&lt;br /&gt;
==== General Sounds ====&lt;br /&gt;
==== Impact Sounds ====&lt;br /&gt;
==== Vehicle Sounds ====&lt;br /&gt;
==== Voice Sounds ====&lt;br /&gt;
==== Weapon Sounds ====&lt;br /&gt;
&lt;br /&gt;
== Advanced Design ==&lt;br /&gt;
=== Detail Brushes ===&lt;br /&gt;
=== How to Make Perfect Curves ===&lt;br /&gt;
=== Poly Reduction ===&lt;br /&gt;
=== Using Mesh Brushes ===&lt;br /&gt;
=== Exporting Your Level as a VRML ===&lt;br /&gt;
=== RED Report Generator ===&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
=== How To Make Glass ===&lt;br /&gt;
=== Creating a Skybox ===&lt;br /&gt;
=== Creating a Double Door with Frame ===&lt;br /&gt;
=== Creating Natural Areas in RED ===&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
=== Level Limits ===&lt;br /&gt;
=== Holes ===&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5464</id>
		<title>RED: Help</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5464"/>
		<updated>2014-11-09T12:09:34Z</updated>

		<summary type="html">&lt;p&gt;Eggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This serves as an easy way to access RED's help information. Information from [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=517212 RED.HLP, RED.CHM], [https://www.factionfiles.com Faction Files], and [http://www.rfrun.net RFRun] have been compiled together.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
=== System Requirements ===&lt;br /&gt;
=== View Ports ===&lt;br /&gt;
=== Status Window ===&lt;br /&gt;
&lt;br /&gt;
== Preferences ==&lt;br /&gt;
=== General Preferences ===&lt;br /&gt;
=== Texture Preferences ===&lt;br /&gt;
=== Visual Preferences ===&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
=== File Menu ===&lt;br /&gt;
=== Edit Menu ===&lt;br /&gt;
=== Level Menu ===&lt;br /&gt;
=== View Menu ===&lt;br /&gt;
=== Tools Menu ===&lt;br /&gt;
=== Main Toolbar ===&lt;br /&gt;
=== Help Menu ===&lt;br /&gt;
&lt;br /&gt;
== Hot Keys ==&lt;br /&gt;
=== Camera Movement Hot Keys ===&lt;br /&gt;
=== Brush/Object Movement Keys ===&lt;br /&gt;
=== Universal Hot Keys ===&lt;br /&gt;
=== Brush Mode Hot Keys ===&lt;br /&gt;
=== Face Mode Hot Keys ===&lt;br /&gt;
=== Vertex Mode Hot Keys ===&lt;br /&gt;
=== Texture Mode Hot Keys ===&lt;br /&gt;
=== Object Mode Hot Keys ===&lt;br /&gt;
=== Group Mode Hot Keys ===&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
=== Brush Mode Functions ===&lt;br /&gt;
=== Vertex Mode ===&lt;br /&gt;
=== Face Mode ===&lt;br /&gt;
=== Texture Mode ===&lt;br /&gt;
=== Object Mode ===&lt;br /&gt;
=== Group Mode ===&lt;br /&gt;
&lt;br /&gt;
== Operations ==&lt;br /&gt;
=== Stretch ===&lt;br /&gt;
=== Bend ===&lt;br /&gt;
=== Twist ===&lt;br /&gt;
=== Jitter ===&lt;br /&gt;
=== Carving and Fusing ===&lt;br /&gt;
=== Mesh Smooth ===&lt;br /&gt;
=== Brush Clipping Tool ===&lt;br /&gt;
&lt;br /&gt;
== Basic Design ==&lt;br /&gt;
=== Basic Rules of Level Design ===&lt;br /&gt;
=== Portals ===&lt;br /&gt;
=== Using Groups ===&lt;br /&gt;
=== Making Your First Level ===&lt;br /&gt;
=== Creating a Level Pack File ===&lt;br /&gt;
&lt;br /&gt;
== Texturing ==&lt;br /&gt;
=== Texture Browser ===&lt;br /&gt;
=== Texture Mapping Types ===&lt;br /&gt;
=== UV Unwrapper Function ===&lt;br /&gt;
=== Using the UV Unwrapper ===&lt;br /&gt;
=== Face Properties ===&lt;br /&gt;
=== Using Custom Textures in RED ===&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
=== Light Object Properties ===&lt;br /&gt;
=== Over Brightening ===&lt;br /&gt;
=== Calculating Lightmaps and Lighting&lt;br /&gt;
&lt;br /&gt;
== Mover Groups ==&lt;br /&gt;
=== Keyframe Properties ===&lt;br /&gt;
=== Creating a Translating Mover ===&lt;br /&gt;
=== Creating a Rotating Mover ===&lt;br /&gt;
=== Movers in Movers ===&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
=== Select Object ===&lt;br /&gt;
=== Hide Object ===&lt;br /&gt;
=== Entities ===&lt;br /&gt;
==== Entity Properties ====&lt;br /&gt;
==== Entity State Animations ====&lt;br /&gt;
==== Entity Death Animations ====&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
=== Events ===&lt;br /&gt;
==== AI Action Events ====&lt;br /&gt;
==== Catalyst Events ====&lt;br /&gt;
==== Level Events ====&lt;br /&gt;
==== Modifier Events ====&lt;br /&gt;
==== Special Events ====&lt;br /&gt;
=== Pathfinding ===&lt;br /&gt;
==== Nav Points ====&lt;br /&gt;
==== Way Points ====&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
=== List of Sounds ===&lt;br /&gt;
==== Ambient Sounds ====&lt;br /&gt;
==== Creature Sounds ====&lt;br /&gt;
==== Foley 1 Sounds ====&lt;br /&gt;
==== Foley 2 Sounds ====&lt;br /&gt;
==== General Sounds ====&lt;br /&gt;
==== Impact Sounds ====&lt;br /&gt;
==== Vehicle Sounds ====&lt;br /&gt;
==== Voice Sounds ====&lt;br /&gt;
==== Weapon Sounds ====&lt;br /&gt;
&lt;br /&gt;
== Advanced Design ==&lt;br /&gt;
=== Detail Brushes ===&lt;br /&gt;
=== How to Make Perfect Curves ===&lt;br /&gt;
=== Poly Reduction ===&lt;br /&gt;
=== Using Mesh Brushes ===&lt;br /&gt;
=== Exporting Your Level as a VRML ===&lt;br /&gt;
=== RED Report Generator ===&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
=== How To Make Glass ===&lt;br /&gt;
=== Creating a Skybox ===&lt;br /&gt;
=== Creating a Double Door with Frame ===&lt;br /&gt;
=== Creating Natural Areas in RED ===&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
=== Level Limits ===&lt;br /&gt;
=== Holes ===&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5463</id>
		<title>RED: Help</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=RED:_Help&amp;diff=5463"/>
		<updated>2014-11-09T11:50:44Z</updated>

		<summary type="html">&lt;p&gt;Eggy: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This serves as an easy way to access RED's help information. Information from [https://www.factionfiles.com/ff.php?action=file&amp;amp;id=517212 RED.HLP, RED.CHM], [https://www.factionfiles.com Faction Files], and [http://www.rfrun.net RFRun] have been compiled together.&lt;/div&gt;</summary>
		<author><name>Eggy</name></author>
	</entry>
</feed>