"NPC_Assassin.FootstepLeft"
{
	"channel"		"CHAN_BODY"
	"volume"		"VOL_NORM"
	"pitch"			"PITCH_NORM"

	"soundlevel"	"SNDLVL_IDLE"

	"rndwave"
	{
		"wave"	"footsteps/softshoe_generic1.wav"
		"wave"	"footsteps/softshoe_generic1.wav"
		"wave"	"footsteps/softshoe_generic1.wav"
		"wave"	"footsteps/softshoe_generic1.wav"
	}
}

"NPC_Assassin.FootstepRight"
{
	"channel"		"CHAN_BODY"
	"volume"		"VOL_NORM"
	"pitch"			"PITCH_NORM"

	"soundlevel"	"SNDLVL_IDLE"

	"rndwave"
	{
		"wave"	"footsteps/softshoe_generic1.wav"
		"wave"	"footsteps/softshoe_generic1.wav"
		"wave"	"footsteps/softshoe_generic1.wav"
		"wave"	"footsteps/softshoe_generic1.wav"
	}
}

"AssassinTripwire.Zap"
{
	"channel"		"CHAN_VOICE"
	"volume"		"VOL_NORM"
	"pitch"			"PITCH_NORM"

	"soundlevel"	"SNDLVL_IDLE"

	"wave"			"npc/assassin/ball_zap1.wav"
}

"AssassinTripwire.ShootStart"
{
	"channel"		"CHAN_VOICE"
	"volume"		"VOL_NORM"
	"pitch"			"PITCH_NORM"

	"soundlevel"	"SNDLVL_IDLE"

	"wave"			"npc/assassin/ball_shoot1.wav"
}

"AssassinTripwire.LoopingShoot"
{
	"channel"		"CHAN_WEAPON"
	"volume"		"VOL_NORM"
	"pitch"			"PITCH_NORM"

	"soundlevel"	"SNDLVL_IDLE"

	"wave"			"npc/assassin/ball_loop1.wav"
}
