/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

/****************
 *
 *  q_paths.h
 *
 ****************/



/****************
 *
 * SHADERS
 *
 ****************/

//outlines
#define PATH_NOLODOUTLINE_SHADER	"celloutline/nolodblackoutline"

	// icons
// weap
#define PATH_GA_ICON				"gfx/hud/icons/armor/ga"
#define PATH_YA_ICON				"gfx/hud/icons/armor/ya"
#define PATH_RA_ICON				"gfx/hud/icons/armor/ra"
#define PATH_SHARD_ICON				"gfx/hud/icons/armor/shard"
#define PATH_GUNBLADE_ICON			"gfx/hud/icons/weapon/gunblade"
#define PATH_SHOCKWAVE_ICON			"gfx/hud/icons/weapon/shockwave"
#define PATH_RIOTGUN_ICON			"gfx/hud/icons/weapon/riot"
#define PATH_GRENADELAUNCHER_ICON	"gfx/hud/icons/weapon/grenade"
#define PATH_ROCKETLAUNCHER_ICON	"gfx/hud/icons/weapon/rocket"
#define PATH_PLASMAGUN_ICON			"gfx/hud/icons/weapon/plasma"
#define PATH_ELECTROBOLT_ICON		"gfx/hud/icons/weapon/electro"
#define PATH_LASERGUN_ICON			"gfx/hud/icons/weapon/laser"

// ammo
#define PATH_GUNBLADE_AMMO_ICON			"gfx/hud/icons/ammo/gunbladeammo"
#define PATH_SHOCKWAVE_AMMO_ICON		"gfx/hud/icons/ammo/shockwaveammo"
#define PATH_RIOTGUN_AMMO_ICON			"gfx/hud/icons/ammo/riotammo"
#define PATH_GRENADELAUNCHER_AMMO_ICON	"gfx/hud/icons/ammo/grenadeammo"
#define PATH_ROCKETLAUNCHER_AMMO_ICON	"gfx/hud/icons/ammo/rocketammo"
#define PATH_PLASMAGUN_AMMO_ICON		"gfx/hud/icons/ammo/plasmaammo"
#define PATH_ELECTROBOLT_AMMO_ICON		"gfx/hud/icons/ammo/electroammo"
#define PATH_LASERGUN_AMMO_ICON			"gfx/hud/icons/ammo/laserammo"

#define PATH_AMMOPACK_ICON				"gfx/hud/icons/ammo/pack"

// nogun weap
#define PATH_NG_GUNBLADE_ICON			"gfx/hud/icons/weapon/nogun_gunblade"
#define PATH_NG_SHOCKWAVE_ICON			"gfx/hud/icons/weapon/nogun_shockwave"
#define PATH_NG_RIOTGUN_ICON			"gfx/hud/icons/weapon/nogun_riot"
#define PATH_NG_GRENADELAUNCHER_ICON	"gfx/hud/icons/weapon/nogun_grenade"
#define PATH_NG_ROCKETLAUNCHER_ICON		"gfx/hud/icons/weapon/nogun_rocket"
#define PATH_NG_PLASMAGUN_ICON			"gfx/hud/icons/weapon/nogun_plasma"
#define PATH_NG_ELECTROBOLT_ICON		"gfx/hud/icons/weapon/nogun_electro"
#define PATH_NG_LASERGUN_ICON			"gfx/hud/icons/weapon/nogun_laser"

// misc
#define PATH_BALLONCHAT_ICON		"gfx/2d/bubblechat"

#define PATH_HEALTH_5_ICON			"gfx/hud/icons/health/5"
#define PATH_HEALTH_25_ICON			"gfx/hud/icons/health/25"
#define PATH_HEALTH_50_ICON			"gfx/hud/icons/health/50"
#define PATH_HEALTH_100_ICON		"gfx/hud/icons/health/100"

// powerups
#define PATH_QUAD_ICON				"gfx/hud/icons/powerup/quad"

// flags
#define PATH_REDFLAG_ICON			"gfx/hud/icons/flags/iconflag_red"
#define PATH_BLUEFLAG_ICON			"gfx/hud/icons/flags/iconflag_blue"
#define PATH_GREENFLAG_ICON			"gfx/hud/icons/flags/iconflag_green"
#define PATH_YELLOWFLAG_ICON		"gfx/hud/icons/flags/iconflag_yellow"

#define PATH_FLAG_FLARE_SHADER		"gfx/misc/ctf_flare"

// decals
#define PATH_BULLET_MARK			"gfx/decals/d_bullet_hit"
#define PATH_EXPLOSION_MARK			"gfx/decals/d_explode_hit"

// explosions
#define PATH_ROCKET_EXPLOSION_SPRITE	"gfx/rocket_explosion"
#define PATH_ROCKET_EXPLOSION_RING_SPRITE	"gfx/misc/rlexplo_ring"

	// weapon firing
#define PATH_SMOKE_PUFF				"smokePuff"


/****************
 *
 * MODELS
 *
 ****************/

	// armors
#define PATH_GA_MODEL				"models/items/armor/ga/ga.md3"
#define PATH_YA_MODEL				"models/items/armor/ya/ya.md3"
#define PATH_RA_MODEL				"models/items/armor/ra/ra.md3"
#define PATH_SHARD_MODEL			"models/items/armor/shard/shard.md3"

// weapons
#define PATH_GUNBLADE_MODEL				"models/v_weapons/gunblade/v_gunblade.md3"
#define PATH_SHOCKWAVE_MODEL			"models/v_weapons/shockwave/v_shockwave.md3"
#define PATH_RIOTGUN_MODEL				"models/v_weapons/riotgun/v_riotgun.md3"
#define PATH_GRENADELAUNCHER_MODEL		"models/v_weapons/glauncher/v_glauncher.md3"
#define PATH_ROCKETLAUNCHER_MODEL		"models/v_weapons/rlauncher/v_rlauncher.md3"
#define PATH_PLASMAGUN_MODEL			"models/v_weapons/plasmagun/v_plasmagun.md3"
#define PATH_ELECTROBOLT_MODEL			"models/v_weapons/electrobolt/v_electrobolt.md3"
#define PATH_LASERGUN_MODEL				"models/v_weapons/lasergun/v_lasergun.md3"

	// ammoboxes
#define PATH_AMMO_BOX_MODEL				"models/items/ammo/ammobox/ammobox.md3"
#define PATH_AMMO_BOX_MODEL2			"models/items/ammo/ammobox/ammobox_icon.md3"
#define PATH_AMMO_PACK_MODEL			"models/items/ammo/pack/pack.md3"

	// health
#define PATH_SMALL_HEALTH_MODEL		"models/items/health/small/small_health.md3"
#define PATH_MEDIUM_HEALTH_MODEL	"models/items/health/medium/medium_health.md3"
#define PATH_LARGE_HEALTH_MODEL		"models/items/health/large/large_health.md3"
#define PATH_MEGA_HEALTH_MODEL		"models/items/health/mega/mega_health.md3"

	// flags
#define	PATH_FLAG_BASE_MODEL		"models/objects/flag/flag_base.md3"
#define	PATH_FLAG_MODEL				"models/objects/flag/flag.md3"

	// misc

	// weapon projectiles
#define PATH_GUNBLADEBLAST_STRONG_MODEL		"models/objects/projectile/gunblade/proj_gunbladeblast.md3"
#define PATH_PLASMA_WEAK_MODEL				"models/objects/projectile/plasmagun/proj_plasmagun.md3"
#define PATH_PLASMA_STRONG_MODEL			"models/objects/projectile/plasmagun/proj_plasmagun.md3"
#define PATH_GRENADE_WEAK_MODEL				"models/objects/projectile/glauncher/grenadeweak.md3"
#define PATH_GRENADE_STRONG_MODEL			"models/objects/projectile/glauncher/grenadestrong.md3"
#define PATH_ROCKET_WEAK_MODEL				"models/objects/projectile/rlauncher/rocket_weak.md3"
#define PATH_ROCKET_STRONG_MODEL			"models/objects/projectile/rlauncher/rocket_strong.md3"
#define PATH_ELECTROBOLT_WEAK_MODEL			"models/objects/projectile/electrobolt/proj_electrobolt.md3"
#define PATH_LASERBEAM_STRONG_MODEL			"models/objects/projectile/lasergun/laserbeam.md3"

#define PATH_BULLET_EXPLOSION_MODEL			"models/weapon_hits/gunblade/hit_blast.md3" //fixme
#define PATH_GRENADE_EXPLOSION_MODEL		"models/weapon_hits/glauncher/hit_glauncher.md3"
#define PATH_PLASMA_EXPLOSION_MODEL			"models/weapon_hits/plasmagun/hit_plasmagun.md3"
#define PATH_ROCKET_EXPLOSION_MODEL			"models/weapon_hits/rlauncher/hit_rlauncher.md3"
#define PATH_GUNBLADEBLAST_IMPACT_MODEL		"models/weapon_hits/gunblade/hit_blast.md3"
#define PATH_GUNBLADEBLAST_EXPLOSION_MODEL	"models/weapon_hits/gunblade/hit_blastexp.md3"

#define GRENADE_EXPLOSION_MODEL_RADIUS			30.0
#define PLASMA_EXPLOSION_MODEL_RADIUS			10.0
#define ROCKET_EXPLOSION_MODEL_RADIUS			10.0
#define GUNBLADEBLAST_EXPLOSION_MODEL_RADIUS	10.0

/****************
 *
 * SOUNDS
 *
 ****************/

	// pickup
#define S_PICKUP_WEAPON			"sounds/items/weapon_pickup"
#define S_PICKUP_AMMO			"sounds/items/ammo_pickup"


#define S_PICKUP_HEALTH_SMALL	"sounds/items/health_5"			// pickup health +5
#define S_PICKUP_HEALTH_MEDIUM	"sounds/items/health_25"			// pickup health +25
#define S_PICKUP_HEALTH_LARGE	"sounds/items/health_50"			// pickup health +50
#define S_PICKUP_HEALTH_MEGA	"sounds/items/megahealth"		// pickup megahealth

#define S_PICKUP_ARMOR_GA		"sounds/items/armor_green"		// pickup green armor
#define S_PICKUP_ARMOR_YA		"sounds/items/armor_yellow"		// pickup yellow armor
#define S_PICKUP_ARMOR_RA		"sounds/items/armor_red"		// pickup red armor
#define S_PICKUP_ARMOR_SHARD	"sounds/items/armor_shard"		// pickup shard

#define S_PICKUP_QUAD			"sounds/items/quad_pickup"		// pickup Quad damage

#define S_ITEM_RESPAWN			"sounds/items/item_spawn"		// item respawn
#define S_ITEM_QUAD_RESPAWN		"sounds/items/quad_spawn"		// Quad respawn

	// misc sounds
#define S_CHAT					"sounds/misc/chat"
#define S_TIMER_BIP_BIP			"sounds/misc/timer_bip_bip"
#define S_TIMER_PLOINK			"sounds/misc/timer_ploink"

//wsw: pb disable unreferenced sounds
//#define S_LAND					"sounds/misc/land"
#define S_HIT_WATER				"sounds/misc/hit_water"

#define S_TELEPORT				"sounds/misc/tele_in"		// teleport sound
#define S_JUMPPAD				"sounds/misc/jumppad"		// teleport sound
#define S_LAUNCHPAD				"sounds/misc/launchpad"		// teleport sound

#define S_PLAT_START			"sounds/movers/elevator_start"
#define S_PLAT_MOVE				"sounds/movers/elevator_move"
#define S_PLAT_STOP				"sounds/movers/elevator_stop"

#define S_DOOR_START			"sounds/movers/door_start"
#define S_DOOR_MOVE				"sounds/movers/door_move"
#define S_DOOR_STOP				"sounds/movers/door_stop"

#define S_DOOR_ROTATING_START	"sounds/movers/door_rotating_start"
#define S_DOOR_ROTATING_MOVE	"sounds/movers/door_rotating_move"
#define S_DOOR_ROTATING_STOP	"sounds/movers/door_rotating_stop"

#define S_FUNC_ROTATING_START	"sounds/movers/rotating_start"
#define S_FUNC_ROTATING_MOVE	"sounds/movers/rotating_move"
#define S_FUNC_ROTATING_STOP	"sounds/movers/rotating_stop"

#define S_BUTTON_START			"sounds/movers/button"

#define S_QUAD_USE			"sounds/items/quad_use"
#define S_QUAD_FIRE			"sounds/items/quad_fire"

	// world sounds
#define S_WORLD_WATER_IN					"sounds/world/water_in"
#define S_WORLD_UNDERWATER					"sounds/world/underwater"
#define S_WORLD_WATER_OUT					"sounds/world/water_out"

#define S_WORLD_SLIME_IN					"sounds/world/water_in" // using water sounds for now
#define S_WORLD_UNDERSLIME					"sounds/world/underwater"
#define S_WORLD_SLIME_OUT					"sounds/world/water_out"

#define S_WORLD_LAVA_IN						"sounds/world/lava_in"
#define S_WORLD_UNDERLAVA					"sounds/world/underwater"
#define S_WORLD_LAVA_OUT					"sounds/world/lava_out"

#define S_WORLD_SECRET						"sounds/misc/secret.wav"
#define S_WORLD_MESSAGE						"sounds/misc/talk.wav"

	// player sounds
#define S_PLAYER_JUMP_1_to_2		"*jump_%i"					// player jump
#define S_PLAYER_WALLJUMP_1_to_2	"*wj_%i"					// player walljump
#define S_PLAYER_DASH_1_to_2		"*dash_%i"					// player dash


//#define S_PLAYER_FALL_0_to_3		"*fall_%i"					// player fall (height)
#define S_PLAYER_FALLDEATH			"*falldeath"				// player falling to his death
#define S_PLAYER_PAINS				"*pain%i"					// player pain (percent)

#define S_PLAYER_DROWN				"*drown"					// player drown
#define S_PLAYER_GASP				"*gasp"						// player gasp
#define S_PLAYER_BURN_1_to_2			"*burn%i"					// player dash

// PLAYERS FALL MISSING

// combat and weapons
#define S_WEAPON_HITS							"sounds/misc/hit_%i"
#define S_WEAPON_SWITCH							"sounds/weapons/weapon_switch"
#define S_WEAPON_NOAMMO							"sounds/weapons/weapon_noammo"

	// weapon sounds
//#define S_WEAPON_BULLET_HIT_1_to_2				"sounds/weapons/gunblade_weak_hit%i"
#define S_WEAPON_GUNBLADE_W_SHOT_1_to_3			"sounds/weapons/blade_strike%i"
#define S_WEAPON_GUNBLADE_W_HIT_FLESH_1_to_3	"sounds/weapons/blade_hitflsh%i"
#define S_WEAPON_GUNBLADE_W_HIT_WALL_1_to_2		"sounds/weapons/blade_hitwall%i"
#define S_WEAPON_GUNBLADE_S_SHOT				"sounds/weapons/bladegun_strong_fire"
#define S_WEAPON_GUNBLADE_S_HIT_1_to_2			"sounds/weapons/bladegun_strong_hit_%i"

//#define S_WEAPON_SHOCKWAVE_SHOT		NULL

#define S_WEAPON_RIOTGUN_W_SHOT					"sounds/weapons/riotgun_fire_weak"
#define S_WEAPON_RIOTGUN_S_SHOT					"sounds/weapons/riotgun_fire_strong"
#define S_WEAPON_RIOTGUN_W_HIT					"sounds/weapons/riotgun_weak_hit"
#define S_WEAPON_RIOTGUN_S_HIT					"sounds/weapons/riotgun_strong_hit"

#define S_WEAPON_GRENADE_W_SHOT					"sounds/weapons/grenlaunch_weak"
#define S_WEAPON_GRENADE_S_SHOT					"sounds/weapons/grenlaunch_strong"
#define S_WEAPON_GRENADE_W_BOUNCE_1_to_2		"sounds/weapons/gren_weak_bounce%i"
#define S_WEAPON_GRENADE_S_BOUNCE_1_to_2		"sounds/weapons/gren_strong_bounce%i"
#define S_WEAPON_GRENADE_W_HIT					"sounds/weapons/gren_weak_explosion"
#define S_WEAPON_GRENADE_S_HIT					"sounds/weapons/gren_strong_explosion1"

#define S_WEAPON_ROCKET_W_SHOT					"sounds/weapons/rocket_fire_weak"
#define S_WEAPON_ROCKET_S_SHOT					"sounds/weapons/rocket_fire_strong"
#define S_WEAPON_ROCKET_W_FLY					"sounds/weapons/rocket_fly_weak"
#define S_WEAPON_ROCKET_S_FLY					"sounds/weapons/rocket_fly_strong"
#define S_WEAPON_ROCKET_W_HIT					"sounds/weapons/rocket_weak_explosion"
#define S_WEAPON_ROCKET_S_HIT					"sounds/weapons/rocket_strong_explosion"

#define S_WEAPON_PLASMAGUN_W_SHOT				"sounds/weapons/plasmagun_weak"
#define S_WEAPON_PLASMAGUN_S_SHOT_1_to_3		"sounds/weapons/plasmagun_strong%i"
#define S_WEAPON_PLASMAGUN_W_FLY				"sounds/weapons/plasmagun_strong_fly"
#define S_WEAPON_PLASMAGUN_S_FLY				"sounds/weapons/plasmagun_weak_fly"
#define S_WEAPON_PLASMAGUN_W_HIT				"sounds/weapons/plasmagun_weak_explosion"
#define S_WEAPON_PLASMAGUN_S_HIT				"sounds/weapons/plasmagun_strong_explosion"

#define S_WEAPON_LASERGUN_S_SHOT				"sounds/weapons/laser_strong_fire"
#define S_WEAPON_LASERGUN_W_SHOT				"sounds/weapons/laser_weak_fire"
#define S_WEAPON_LASERGUN_S_HUM					"sounds/weapons/laser_strong_hum"
#define S_WEAPON_LASERGUN_W_HUM					"sounds/weapons/laser_weak_hum"

#define S_WEAPON_ELECTROBOLT_W_SHOT				"sounds/weapons/electrobolt_weak"
#define S_WEAPON_ELECTROBOLT_S_SHOT				"sounds/weapons/electrobolt_strong"

	// announcer sounds
// readyup
#define S_ANNOUNCER_READY_UP_POLITE				"sounds/announcer/pleasereadyup"
#define S_ANNOUNCER_READY_UP_PISSEDOFF			"sounds/announcer/readyupalready"

// countdown
#define S_ANNOUNCER_COUNTDOWN_READY_1_to_2				"sounds/announcer/countdown/ready%02i"
#define S_ANNOUNCER_COUNTDOWN_GET_READY_TO_FIGHT_1_to_2	"sounds/announcer/countdown/get_ready_to_fight%02i"
#define S_ANNOUNCER_COUNTDOWN_FIGHT_1_to_2				"sounds/announcer/countdown/fight%02i"
//#define S_ANNOUNCER_COUNTDOWN_GO_1_to_2				"sounds/announcer/countdown/go%02i"
#define S_ANNOUNCER_COUNTDOWN_COUNT_1_to_3_SET_1_to_2	"sounds/announcer/countdown/%i_%02i"

// post match
#define S_ANNOUNCER_POSTMATCH_GAMEOVER_1_to_2			"sounds/announcer/postmatch/game_over%02i"

// timeout
//#define S_ANNOUNCER_TIMEOUT_MATCH_PAUSED_1_to_2		"sounds/announcer/timeout/matchpaused%02i"
#define S_ANNOUNCER_TIMEOUT_MATCH_RESUMED_1_to_2	"sounds/announcer/timeout/matchresumed%02i"
#define S_ANNOUNCER_TIMEOUT_TIMEOUT_1_to_2			"sounds/announcer/timeout/timeout%02i"
#define S_ANNOUNCER_TIMEOUT_TIMEIN_1_to_2			"sounds/announcer/timeout/timein%02i"

// callvote
#define S_ANNOUNCER_CALLVOTE_CALLED_1_to_2			"sounds/announcer/callvote/vote_called%02i"
#define S_ANNOUNCER_CALLVOTE_FAILED_1_to_2			"sounds/announcer/callvote/vote_failed%02i"
#define S_ANNOUNCER_CALLVOTE_PASSED_1_to_2			"sounds/announcer/callvote/vote_passed%02i"
#define S_ANNOUNCER_CALLVOTE_VOTE_NOW				"sounds/announcer/callvote/vote_now"

// overtime
#define S_ANNOUNCER_OVERTIME_GOING_TO_OVERTIME		"sounds/announcer/overtime/going_to_overtime"
#define S_ANNOUNCER_OVERTIME_OVERTIME				"sounds/announcer/overtime/overtime"
#define S_ANNOUNCER_OVERTIME_SUDDENDEATH_1_to_2		"sounds/announcer/overtime/suddendeath%02i"

// score
#define S_ANNOUNCER_SCORE_TAKEN_LEAD_1_to_2				"sounds/announcer/score/taken_lead%02i"
#define S_ANNOUNCER_SCORE_TEAM_TAKEN_LEAD_1_to_2		"sounds/announcer/score/taken_lead%02i"
#define S_ANNOUNCER_SCORE_LOST_LEAD_1_to_2				"sounds/announcer/score/lost_lead%02i"
#define S_ANNOUNCER_SCORE_TEAM_LOST_LEAD_1_to_2			"sounds/announcer/score/team_lost_lead%02i"
#define S_ANNOUNCER_SCORE_TIED_LEAD_1_to_2				"sounds/announcer/score/tied_lead%02i"
#define S_ANNOUNCER_SCORE_TEAM_TIED_LEAD_1_to_2			"sounds/announcer/score/team_tied_lead%02i"
#define S_ANNOUNCER_SCORE_TEAM_1_to_4_TAKEN_LEAD_1_to_2	"sounds/announcer/score/team%i_leads%02i"

// ctf
#define S_ANNOUNCER_CTF_RECOVERY_1_to_2				"sounds/announcer/ctf/recovery%02i"
#define S_ANNOUNCER_CTF_RECOVERY_TEAM				"sounds/announcer/ctf/recovery_team"
#define S_ANNOUNCER_CTF_RECOVERY_ENEMY				"sounds/announcer/ctf/recovery_enemy"
#define S_ANNOUNCER_CTF_FLAG_TAKEN					"sounds/announcer/ctf/flag_taken"
#define S_ANNOUNCER_CTF_FLAG_TAKEN_TEAM_1_to_2		"sounds/announcer/ctf/flag_taken_team%02i"
#define S_ANNOUNCER_CTF_FLAG_TAKEN_ENEMY_1_to_2		"sounds/announcer/ctf/flag_taken_enemy_%02i"
#define S_ANNOUNCER_CTF_SCORE_1_to_2				"sounds/announcer/ctf/score%02i"
#define S_ANNOUNCER_CTF_SCORE_TEAM_1_to_2			"sounds/announcer/ctf/score_team%02i"
#define S_ANNOUNCER_CTF_SCORE_ENEMY_1_to_2			"sounds/announcer/ctf/score_enemy%02i"

// midair
#define S_ANNOUNCER_MIDAIR_MIDAIR_1_to_2			"sounds/announcer/midair/midair%02i"
#define S_ANNOUNCER_MIDAIR_GOLD_1_to_2				"sounds/announcer/midair/gold%02i"
#define S_ANNOUNCER_MIDAIR_DIAMOND_1_to_2			"sounds/announcer/midair/diamond%02i"
#define S_ANNOUNCER_MIDAIR_BONGO_1_to_2				"sounds/announcer/midair/bongo%02i"


//music
#define S_MUSIC_MENU							"sounds/music/menu"
#define S_MUSIC_POSTMATCH						"sounds/music/postmatch_1"

//===============================
// UI
//===============================
#define S_UI_MENU_IN_SOUND						"sounds/menu/ok.ogg"
#define S_UI_MENU_MOVE_SOUND					"sounds/menu/mouseover.ogg"
#define S_UI_MENU_OUT_SOUND						"sounds/menu/back.ogg"

#define UI_SHADER_VIDEOBACK						"gfx/ui/videoback"
#define UI_SHADER_FXBACK						"gfx/ui/menubackfx"
#define UI_SHADER_BIGLOGO						"gfx/ui/logo512"
#define UI_SHADER_CURSOR						"gfx/ui/cursor"


// vsay icons
#ifdef VSAYS
#define PATH_VSAY_GENERIC_ICON		"gfx/hud/icons/vsay/generic"
#define PATH_VSAY_NEEDHEALTH_ICON	"gfx/hud/icons/vsay/needhealth"
#define PATH_VSAY_NEEDWEAPON_ICON	"gfx/hud/icons/vsay/needweapon"
#define PATH_VSAY_NEEDARMOR_ICON	"gfx/hud/icons/vsay/needarmor"
#define PATH_VSAY_AFFIRMATIVE_ICON	"gfx/hud/icons/vsay/affirmative"
#define PATH_VSAY_NEGATIVE_ICON		"gfx/hud/icons/vsay/negative"
#define PATH_VSAY_YES_ICON			"gfx/hud/icons/vsay/yes"
#define PATH_VSAY_NO_ICON			"gfx/hud/icons/vsay/no"
#define PATH_VSAY_ONDEFENSE_ICON	"gfx/hud/icons/vsay/ondefense"
#define PATH_VSAY_ONOFFENSE_ICON	"gfx/hud/icons/vsay/onoffense"
#define PATH_VSAY_OOPS_ICON			"gfx/hud/icons/vsay/oops"
#define PATH_VSAY_SORRY_ICON		"gfx/hud/icons/vsay/sorry"
#define PATH_VSAY_THANKS_ICON		"gfx/hud/icons/vsay/thanks"
#define PATH_VSAY_NOPROBLEM_ICON	"gfx/hud/icons/vsay/noproblem"
#define PATH_VSAY_YEEHAA_ICON		"gfx/hud/icons/vsay/yeehaa"
#define PATH_VSAY_GOODGAME_ICON		"gfx/hud/icons/vsay/goodgame"
#define PATH_VSAY_DEFEND_ICON		"gfx/hud/icons/vsay/defend"
#define PATH_VSAY_ATTACK_ICON		"gfx/hud/icons/vsay/attack"
#define PATH_VSAY_NEEDBACKUP_ICON	"gfx/hud/icons/vsay/needbackup"
#define PATH_VSAY_BOOO_ICON			"gfx/hud/icons/vsay/booo"
#define PATH_VSAY_NEEDDEFENSE_ICON	"gfx/hud/icons/vsay/needdefense"
#define PATH_VSAY_NEEDOFFENSE_ICON	"gfx/hud/icons/vsay/needoffense"
#define PATH_VSAY_NEEDHELP_ICON		"gfx/hud/icons/vsay/needhelp"
#define PATH_VSAY_ROGER_ICON		"gfx/hud/icons/vsay/roger"
#define PATH_VSAY_ARMORFREE_ICON	"gfx/hud/icons/vsay/armorfree"
#define PATH_VSAY_AREASECURED_ICON	"gfx/hud/icons/vsay/areasecured"
#define PATH_VSAY_SHUTUP_ICON		"gfx/hud/icons/vsay/shutup"
#define PATH_VSAY_BOOMSTICK_ICON	"gfx/hud/icons/vsay/boomstick"
#define PATH_VSAY_GOTOPOWERUP_ICON	"gfx/hud/icons/vsay/gotopowerup"
#define PATH_VSAY_GOTOQUAD_ICON		"gfx/hud/icons/vsay/gotoquad"
#define PATH_VSAY_OK_ICON			"gfx/hud/icons/vsay/ok"
#endif // VSAYS

// vsay sounds
#ifdef VSAYS
#define S_VSAY_NEEDHEALTH						"sounds/vsay/needhealth"
#define S_VSAY_NEEDWEAPON						"sounds/vsay/needweapon"
#define S_VSAY_NEEDARMOR						"sounds/vsay/needarmor"
#define S_VSAY_AFFIRMATIVE						"sounds/vsay/affirmative"
#define S_VSAY_NEGATIVE							"sounds/vsay/negative"
#define S_VSAY_YES								"sounds/vsay/yes"
#define S_VSAY_NO								"sounds/vsay/no"
#define S_VSAY_ONDEFENSE						"sounds/vsay/ondefense"
#define S_VSAY_ONOFFENSE						"sounds/vsay/onoffense"
#define S_VSAY_OOPS								"sounds/vsay/oops"
#define S_VSAY_SORRY							"sounds/vsay/sorry"
#define S_VSAY_THANKS							"sounds/vsay/thanks"
#define S_VSAY_NOPROBLEM						"sounds/vsay/noproblem"
#define S_VSAY_YEEHAA							"sounds/vsay/yeehaa"
#define S_VSAY_GOODGAME							"sounds/vsay/goodgame"
#define S_VSAY_DEFEND							"sounds/vsay/defend"
#define S_VSAY_ATTACK							"sounds/vsay/attack"
#define S_VSAY_NEEDBACKUP						"sounds/vsay/needbackup"
#define S_VSAY_BOOO								"sounds/vsay/booo"
#define S_VSAY_NEEDDEFENSE						"sounds/vsay/needdefense"
#define S_VSAY_NEEDOFFENSE						"sounds/vsay/needoffense"
#define S_VSAY_NEEDHELP							"sounds/vsay/needhelp"
#define S_VSAY_ROGER							"sounds/vsay/roger"
#define S_VSAY_ARMORFREE						"sounds/vsay/armorfree"
#define S_VSAY_AREASECURED						"sounds/vsay/areasecured"
#define S_VSAY_SHUTUP							"sounds/vsay/shutup"
#define S_VSAY_BOOMSTICK						"sounds/vsay/boomstick"
#define S_VSAY_GOTOPOWERUP						"sounds/vsay/gotopowerup"
#define S_VSAY_GOTOQUAD							"sounds/vsay/gotoquad"
#define S_VSAY_OK								"sounds/vsay/ok"
#endif // VSAYS
