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GameSentenceNameSentenceDataCharacterContextUsageMine
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HL1HG_GREN0hgrunt/clik(p120) grenade! clikGruntGrenadehgrunt.cpp
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HL1HG_GREN1hgrunt/(t30) clik take!(e75) cover!(s5) clikGruntGrenadehgrunt.cpp
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HL1HG_GREN2hgrunt/clik clik oh! shit! clikGruntGrenadehgrunt.cpp
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HL1HG_GREN3hgrunt/(p110 t40) clik(p120) get!(e78) down!(t30) clikGruntGrenadehgrunt.cpp
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HL1HG_GREN4hgrunt/clik(p110) (t40) of!(e75) god! clik(p110)GruntGrenadehgrunt.cpp
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HL1HG_GREN5hgrunt/clik no! clikGruntGrenadehgrunt.cpp
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HL1HG_GREN6hgrunt/clik move! clik(p120)GruntGrenadehgrunt.cpp
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HL1HG_ALERT0hgrunt/(t30) squad!, we!(e80) got!(e80) freeman!(t20 p105), clik(p110)GruntPlayer Alerthgrunt.cpp
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HL1HG_ALERT1hgrunt/clik(p110) target! clikGruntPlayer Alerthgrunt.cpp
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HL1HG_ALERT2hgrunt/clik movement! clikGruntPlayer Alerthgrunt.cpp
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HL1HG_ALERT3hgrunt/(t40) shit!(t20), (t50) we! got! hostiles!(p120 t0) clikGruntPlayer Alerthgrunt.cpp
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HL1HG_ALERT4hgrunt/(t20) clik(p110) squad!, get!(e80) freeman!, clik(p110) clikGruntPlayer Alerthgrunt.cpp
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HL1HG_ALERT5hgrunt/(t20) clik squad!, neutralize!(e90) freeman! clikGruntPlayer Alerthgrunt.cpp
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HL1HG_ALERT6hgrunt/(t30) clik clik move!(e75) in! clik(p120)GruntPlayer Alerthgrunt.cpp
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HL1HG_MONST0hgrunt/clik(p110) (t50) bogies!(t0), my! sector!(t0) clikGruntMonster Alerthgrunt.cpp
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HL1HG_MONST1hgrunt/clik(p110) (t40) clik(p120) we!(e75) got! bogies! clikGruntMonster Alerthgrunt.cpp
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HL1HG_MONST2hgrunt/clik clik (t30) alien!(e85) alert! clikGruntMonster Alerthgrunt.cpp
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HL1HG_MONST3hgrunt/clik clik (t30) alien!(e85) movement!(t0) clik(p120)GruntMonster Alerthgrunt.cpp
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HL1HG_COVER0hgrunt/clik (t30) take! cover!(t0) clikGruntTake Coverhgrunt.cpp
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HL1HG_COVER1hgrunt/clik (t45) (e75) I!(e80) need!(e80) suppressing!(t20) fire!(t10) clikGruntTake Coverhgrunt.cpp
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HL1HG_COVER2hgrunt/clik (t45) we! need! backup!(t10) clikGruntTake Coverhgrunt.cpp
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HL1HG_COVER3hgrunt/clik(p120) (t40) two!(e75) hot!(e80) here! clikGruntTake Coverhgrunt.cpp
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HL1HG_COVER4hgrunt/clik(p110) (t30) fall!(e80) out! clik clikGruntTake Coverhgrunt.cpp
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HL1HG_COVER5hgrunt/clik(p120) (t20) clear! this! area! clikGruntTake Coverhgrunt.cpp
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HL1HG_COVER6hgrunt/clik (t40) god! damn! clikGruntTake Coverhgrunt.cpp
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HL1HG_COVER7hgrunt/clik (t40) cover!(e75) fire! clikGruntTake Coverhgrunt.cpp
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HL1HG_THROW0hgrunt/clik(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) clikGruntThrow grenadehgrunt.cpp
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HL1HG_THROW1hgrunt/clik (t30) take!(e75) this!(e100 t0) clikGruntThrow grenadehgrunt.cpp
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HL1HG_THROW2hgrunt/clik (t35) fire in the(e50) hole clik(p120)GruntThrow grenadehgrunt.cpp
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HL1HG_THROW3hgrunt/clik(p110) (t35 e80) squad, stay down clikGruntThrow grenadehgrunt.cpp
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HL1HG_TAUNT0hgrunt/clik (t30 e75) uhh, we got heavy fire here clikGruntTaunthgrunt.cpp
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HL1HG_TAUNT1hgrunt/clik(p120) (t40) roger, hold position clikGruntTaunthgrunt.cpp
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HL1HG_TAUNT2hgrunt/clik (t40) we!(e80) will!(e75) kick!(e80) your!(e75) ass! clikGruntTaunthgrunt.cpp
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HL1HG_TAUNT3hgrunt/clik (t40) mister, you(e75) are going down clikGruntTaunthgrunt.cpp
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HL1HG_TAUNT4hgrunt/clik(p120) (t40) you got nothing clikGruntTaunthgrunt.cpp
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HL1HG_TAUNT5hgrunt/clik(p110) (t40) request! backup! clik(p120) clikGruntTaunthgrunt.cpp
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HL1HG_CHARGE0hgrunt/clik (t40) go! recon! clik(p120)GruntChargehgrunt.cpp
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HL1HG_CHARGE1hgrunt/clik(p110) (t40) move!(e75) in! clikGruntChargehgrunt.cpp
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HL1HG_CHARGE2hgrunt/clik go! clik(p120)GruntChargehgrunt.cpp
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HL1HG_CHARGE3hgrunt/clik lets! go! clik(p120)GruntChargehgrunt.cpp
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HL1HG_IDLE0hgrunt/gr_idle1GruntIdlehgrunt.cpp
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HL1HG_IDLE1hgrunt/gr_idle2GruntIdlehgrunt.cpp
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HL1HG_IDLE2hgrunt/gr_idle3GruntIdlehgrunt.cpp
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HL1HG_QUEST0hgrunt/clik (t25) stay(e80) alert people clik(p120)GruntIdlehgrunt.cpp
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HL1HG_QUEST1hgrunt/clik (t30) radio(e75) check, over clik(p120)GruntIdlehgrunt.cpp
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HL1HG_QUEST2hgrunt/clik (t20) maintain lookout clik(p120)GruntIdlehgrunt.cpp
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HL1HG_QUEST3hgrunt/clik(p110) (t30) squad, quiet(e75) down clik(p120)GruntIdlehgrunt.cpp
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HL1HG_QUEST4hgrunt/clik(p120) (t30) hold position, clikGruntIdlehgrunt.cpp
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HL1HG_QUEST5hgrunt/clik(p120) (t30) sweep(e80) that sector, clik(p120) clik(p120)GruntIdlehgrunt.cpp
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HL1HG_QUEST6
hgrunt/clik(p120) (t30) uhh, go tango sweep formation clik(p120) clik(p120)
GruntIdlehgrunt.cpp
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HL1HG_QUEST7hgrunt/clik(p120) (t30) echo(e75) mission is go clik(p120) clik(p120)GruntIdlehgrunt.cpp
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HL1HG_QUEST8
hgrunt/clik(p110) (t30) fire(e75) team, weapons(e75) check ok clik(p120) clik
GruntIdlehgrunt.cpp
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HL1HG_QUEST9hgrunt/clik(p110) (t30) fire(e75) team, objective foxtrot niner clik(p120)GruntIdlehgrunt.cpp
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HL1HG_QUEST10hgrunt/clik (t30) ok(e75) mission, zero(e75) niner clikGruntIdlehgrunt.cpp
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HL1HG_QUEST11hgrunt/clik (t30) squad, stay(e80) alert(e80) four freeman, over clikGruntIdlehgrunt.cpp
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HL1HG_ANSWER0hgrunt/clik(p110) (t20) uhh roger(e75) that, clik(p120) clikGruntIdlehgrunt.cpp
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HL1HG_ANSWER1hgrunt/clik(p120) (t10) yessir clikGruntIdlehgrunt.cpp
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HL1HG_ANSWER2hgrunt/clik(p120) (t30) affirmative, sir clikGruntIdlehgrunt.cpp
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HL1HG_ANSWER3hgrunt/clik (t30) negative clik(p120) clikGruntIdlehgrunt.cpp
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HL1HG_ANSWER4hgrunt/clik(p105) (t30) roger clikGruntIdlehgrunt.cpp
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HL1HG_ANSWER5hgrunt/clik(p105) (t30) ok control clikGruntIdlehgrunt.cpp
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HL1HG_ANSWER6hgrunt/clik(p105) (t30) that(e75) is, uhh, affirmative clikGruntIdlehgrunt.cpp
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HL1HG_CLEAR0hgrunt/clik(p130) (t30) all(e75) clear sir, clikGruntIdlehgrunt.cpp
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HL1HG_CLEAR1hgrunt/clik (t30) bravo(e75) post, clear clik(p120)GruntIdlehgrunt.cpp
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HL1HG_CLEAR2hgrunt/clik(p110) (t30) delta(e75) team, clear clik(p120)GruntIdlehgrunt.cpp
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HL1HG_CLEAR3hgrunt/clik(p110) (t40) no sign hostiles sir, over clik(p120)GruntIdlehgrunt.cpp
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HL1HG_CLEAR4hgrunt/clik (t30) no(e80) sign objective sir, over clik(p120)GruntIdlehgrunt.cpp
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HL1HG_CLEAR5hgrunt/clik (t30) no(e75) movement this level clik(p120)GruntIdlehgrunt.cpp
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HL1HG_CLEAR6hgrunt/clik(p120) (t28) sir, sector secure, over clik(p120) clik(p120)GruntIdlehgrunt.cpp
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HL1HG_CLEAR7hgrunt/clik(p120) (t30) command(e75) post, team in position, over clikGruntIdlehgrunt.cpp
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HL1HG_CLEAR8hgrunt/clik (t30) recon, in(e75) position, all quiet clik(p120)GruntIdlehgrunt.cpp
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HL1HG_CLEAR9hgrunt/clik(p110) (t30) lookout(e90) post, all quiet, over clik(p110)GruntIdlehgrunt.cpp
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HL1HG_CLEAR10hgrunt/clik (t40) sir, I(e80) here(e75) something clikGruntIdlehgrunt.cpp
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HL1HG_CLEAR11hgrunt/clik(p120) (t30) sir, uhh, zero movement, over clikGruntIdlehgrunt.cpp
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HL1HG_CLEAR12hgrunt/clik (t30) area secure sir, over clik(p120)GruntIdlehgrunt.cpp
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HL1HG_CHECK0hgrunt/clik (t30) ok, check(e75) in clikGruntIdlehgrunt.cpp
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HL1HG_CHECK1hgrunt/clik(p110) (t30) squad, are(e80) hostiles clear clik(p120)GruntIdlehgrunt.cpp
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HL1HG_CHECK2hgrunt/clik (t30) check(e80) in people clikGruntIdlehgrunt.cpp
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HL1HG_CHECK3hgrunt/clik (t30) lookout, check(e75) in clik(p110)GruntIdlehgrunt.cpp
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HL1HG_CHECK4hgrunt/clik (t30) recon(e90) team, check(e80) in clikGruntIdlehgrunt.cpp
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HL1HG_CHECK5hgrunt/clik(p130) (t30) movement check, over clikGruntIdlehgrunt.cpp
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HL1HG_CHECK6hgrunt/clik (t30) check your zone, over, clikGruntIdlehgrunt.cpp
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HL1HG_CHECK7hgrunt/clik (t30) everything(e85) ok(e75) there, clik(p130)GruntIdlehgrunt.cpp
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HL1HG_SNOOP1Ahgrunt/c2a2_hg_chat1aGruntNarrativec2a2g.bsp
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HL1HG_SNOOP2Ahgrunt/c2a2_hg_chat2aGruntNarrativec2a2g.bsp
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HL1HG_SNOOP3Ahgrunt/c2a2_hg_chat3aGruntNarrativec2a2g.bsp
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HL1HG_SNOOP4Ahgrunt/c2a2_hg_chat4aGruntNarrativec2a2g.bsp
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HL1HG_SNOOP5Ahgrunt/c2a2_hg_chat5aGruntNarrativec2a2g.bsp
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HL1HG_DRAG1Ahgrunt/c2a3_hg_1dragGruntNarrativec2a3e.bsp
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HL1HG_DRAG2Ahgrunt/c2a3_hg_2dragGruntNarrativec2a3e.bsp
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HL1HG_DRAG3Ahgrunt/c2a3_hg_3dragGruntNarrativec2a3e.bsp
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HL1HG_DRAG4Ahgrunt/c2a3_hg_4dragGruntNarrativec2a3e.bsp
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HL1HG_DRAG5Ahgrunt/c2a3_hg_5dragGruntNarrativec2a3e.bsp
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HL1HG_DRAG6Ahgrunt/c2a3_hg_laughGruntNarrativec2a3e.bsp
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HL1HG_SUCKShgrunt/hg_sucksGruntNarrativec1a3.bsp
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HL1HG_CIVVIEShgrunt/hg_civviesGruntNarrativec2a2h.bsp
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HL1C1A0_STARTdadeda vox_loginVoxC1A0!UNUSED!
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HL1C1A0_0
dadeda (e95) agent(t0) coomer(t0), report to(e70) topside tactical operations center(e100)
VoxC1A0sound.cpp
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HL1C1A0_1
dadeda inspection team, to(e70) radioactive materials handling bay(e100)
VoxC1A0sound.cpp