"Magnum.Fire"
{
"channel" "CHAN_WEAPON"
"soundlevel" "SNDLVL_95dB"
"wave" ")weapons/magnum/gunfire/magnum_shoot.wav"
}
"Magnum.Deploy"
{
"channel" "CHAN_WEAPON"
"soundlevel" "SNDLVL_NORM"
"volume" "0.80,0.77"
"wave" ")weapons/magnum/gunother/pistol_deploy_1.wav"
}
"Magnum.ClipIn"
{
"channel" "CHAN_ITEM"
"soundlevel" "SNDLVL_NORM"
"wave" ")weapons/magnum/gunother/pistol_clip_in_1.wav"
}
"Magnum.ClipOut"
{
"channel" "CHAN_ITEM"
"soundlevel" "SNDLVL_NORM"
"wave" ")weapons/magnum/gunother/pistol_clip_out_1.wav"
}
"Magnum.ClipLocked"
{
"channel" "CHAN_STATIC"
"soundlevel" "SNDLVL_NORM"
"wave" ")weapons/magnum/gunother/pistol_clip_locked_1.wav"
}
"Magnum.Slideback"
{
"channel" "CHAN_ITEM"
"soundlevel" "SNDLVL_NORM"
"wave" ")weapons/magnum/gunother/pistol_slideback_1.wav"
}
"Magnum.SlideForward"
{
"channel" "CHAN_ITEM"
"soundlevel" "SNDLVL_NORM"
"wave" ")weapons/magnum/gunother/pistol_slideforward_1.wav"
}
By default, Left 4 Dead 2's magnum uses the same reload sounds as the pistols. This script makes it use the reloads in the magnum folder. Custom sound scripts like this for L4D2 will only work on a per-map basis, which means that for every campaign in which you want to use this script, you must make a copy of it, named for example "c1m1_hotel_level_sounds.txt", for every level of that campaign and place them in the maps folder or pack them into the vpk. I've taken the liberty of uploading scripts for all of the default maps (minus Crash Course, I think).


