Added, Updated and Removed Mods; Updated Readme
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;![kovalsky_surge_phase_1] ;-- agr_blowout_siren
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;type = 3d ;actor
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;npc_prefix = false
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;path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1
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;shuffle = rnd
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;idle = 3,5,100
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;levels = l03_agroprom
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;![agr_army_alarm] ;-- needs to be converted to the game engine.
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;type = 3d
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;path = ambient\siren_1 ;-- test sound
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;shuffle = rnd
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;idle = 0,0,100
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;levels = l03_agroprom
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;[agr_blowout_siren] ;-- added, change path, sound looped?!
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;type = 3d
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;path = ambient\blowout\blowout_siren_agr
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;shuffle = rnd
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;idle = 0,0,100
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;levels = l03_agroprom
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![kovalsky_surge_phase_1] ;-- agr_blowout_siren
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type = 3d
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actor_stereo = false
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npc_prefix = false
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path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1
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shuffle = seq
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idle = 0,0,0
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levels = l03_agroprom
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+13
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[bar_blowout_siren_1]
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type = 3d
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path = ambient\blowout\blowout_siren_bar_1
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shuffle = loop
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idle = 5,15,100 ;3,5,100
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levels = l05_bar
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[bar_blowout_siren_2]
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type = 3d
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path = ambient\blowout\blowout_siren_bar_2
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shuffle = loop
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idle = 5,15,100 ;3,5,100
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levels = l05_bar
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+25
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![escape_sr_rupor_mlr_sound]
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type = 3d
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path = characters_voice\scenario\escape\megafon_
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shuffle = loop
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idle = 5,15,100
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![escape_sr_rupor_mlr_alarm]
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type = 3d
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path = characters_voice\scenario\escape\megafon_alarm_
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shuffle = rnd
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idle = 0,0,100
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[escape_blowout_siren]
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type = 3d
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path = ambient\blowout\blowout_siren_esc_1
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shuffle = loop
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idle = 5,15,100 ;3,5,100
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levels = l01_escape
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[escape_blowout_siren_1]
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type = 3d
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path = ambient\blowout\blowout_siren_esc_2
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shuffle = loop
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idle = 5,15,100 ;3,5,100
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levels = l01_escape
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+5
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[mar_smart_terrain_base_radio_mlr]
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type = 3d
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path = mlr\marsh\marsh_radio_
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shuffle = loop
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idle = 5,15,100
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+5
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![mil_freebase_mlr]
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type = 3d
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path = mlr\freedom\val_free_meg_music_
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shuffle = loop
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idle = 5,15,100
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[ros_climb_sound_1]
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type = 3d
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path = material\human\step\metal_plate1
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shuffle = rnd
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idle = 1,1,100
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levels = l06_rostok
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[ros_climb_sound_2]
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type = 3d
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path = material\human\step\metal_plate2
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shuffle = rnd
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idle = 1,1,100
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levels = l06_rostok
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[ros_climb_sound_3]
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type = 3d
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path = material\human\step\metal_plate3
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shuffle = rnd
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idle = 1,1,100
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levels = l06_rostok
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[ros_climb_sound_4]
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type = 3d
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path = material\human\step\metal_plate4
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shuffle = rnd
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idle = 1,1,100
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levels = l06_rostok
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;[ros_open_door]
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;type = 3d
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;path = device\door_start
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;shuffle = seq
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;idle = 5,15,100
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;levels = l06_rostok
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+14
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![x16_brain_stop]
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type = 3d
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path = ambient\x16\x16_brain_stop
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levels = l08u_brainlab
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![x16_brain_death_d]
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type = looped
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path = ambient\x16\x16_brain_death
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levels = l08u_brainlab
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![x16_brain_run]
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type = looped
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path = ambient\x16\x16_brain_run_2
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levels = l08u_brainlab
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+20
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[yan_sci_tech_sounds]
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type = looped ;3d
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path = ambient\background\yantar\device_hum_0
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shuffle = loop
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idle = 3,5,100
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levels = l08_yantar
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[yan_blowout_siren]
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type = 3d
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path = ambient\blowout\blowout_siren_yan_1
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shuffle = loop
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idle = 5,15,100 ;3,5,100
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levels = l08_yantar
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[yan_blowout_siren_1]
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type = 3d
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path = ambient\blowout\blowout_siren_yan_2
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shuffle = loop
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idle = 5,15,100 ;3,5,100
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levels = l08_yantar
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