--Various Sounds!

TS.CombineSounds = { }

function TS.GetVal( val, default )

	if( val == nil ) then	
		return default
	else	
		return val		
	end
	
end

function TS.AddCombineSound( id, path, text )

	local sound = { }
	
	sound.path = path;
	sound.line = TS.GetVal( text, "" )
	
	--table.insert( TS.CombineSounds, Sound )
	
	TS.CombineSounds[id] = sound;
	
end

function ccPlayCombineSound( ply, cmd, args )

	local id = args[1];
	
	if( !ply:IsCombineDefense() ) then
		Console( ply, "Need to be Civil Protection", true )
		return;
	end	
	
	if( TS.CombineSounds[id] == nil ) then 

		Console( ply, "Invalid ID", true )
		return;
		
	end
		
	
	local sound = TS.CombineSounds[id];	
	local path = sound.path;
	
	local num = math.random( 1, 2 );
	ply:EmitSound( Sound( "npc/metropolice/vo/on" .. num .. ".wav", 55, 100 ) );
			
	local function OffVocoder()
		local num = math.random( 1, 4 );
		ply:EmitSound( Sound( "npc/metropolice/vo/off" .. num .. ".wav", 55, 100 ) );

	end
	
	local function EmitSound()
		ply:EmitSound( path, 70, 100 );
		timer.Simple( 1, OffVocoder );
	end
	
	timer.Simple( 1, EmitSound );
	
	ply:ConCommand( "say " .. sound.line )
	
end
concommand.Add( "rp_emit", ccPlayCombineSound )

function ccListVoice( ply, cmd, args ) 

	Console( ply, "List of Civil Protection Voices" );

	for _, voice in pairs( TS.CombineSounds ) do
		
		Console( ply, _ .. " - " .. voice.line .. " - " .. voice.path );
			
	end
		
end
concommand.Add( "rp_listcpvoices", ccListVoice );

TS.AddCombineSound( "1199", "npc/metropolice/vo/11-99officerneedsassistance.wav", "/r 11-99, officer needs assistance!; say 11-99, officer needs assistance!" );	
TS.AddCombineSound( "administer", "npc/metropolice/vo/administer.wav","Administer.");
TS.AddCombineSound( "affirmative", "npc/metropolice/vo/affirmative.wav", "/r Affirmative.");
TS.AddCombineSound( "youcango", "npc/metropolice/vo/allrightyoucango.wav", "All right, you can go.");
TS.AddCombineSound( "movein", "npc/metropolice/vo/allunitsmovein.wav", "/r All units, move in.");
TS.AddCombineSound( "amputate", "npc/metropolice/vo/amputate.wav",  "Amputate.");
TS.AddCombineSound( "anticitizen", "npc/metropolice/vo/anticitizen.wav",  "Anticitizen.");
TS.AddCombineSound( "apply", "npc/metropolice/vo/apply.wav", "Apply.");
TS.AddCombineSound( "cauterize", "npc/metropolice/vo/cauterize.wav", "Cauterize.");
TS.AddCombineSound( "miscount", "npc/metropolice/vo/checkformiscount.wav", "/r Check for miscount.");
TS.AddCombineSound( "chuckle", "npc/metropolice/vo/chuckle.wav", "/me chuckles");
TS.AddCombineSound( "citizen", "npc/metropolice/vo/citizen.wav", "Citizen.");
TS.AddCombineSound( "control100percent", "npc/metropolice/vo/control100percent.wav", "/r Control is 100 percent at this location. No sign of that 647-E.");
TS.AddCombineSound( "controlsection", "npc/metropolice/vo/controlsection.wav", "Control section.");
TS.AddCombineSound( "converging", "npc/metropolice/vo/converging.wav", "Converging.");
TS.AddCombineSound( "copy", "npc/metropolice/vo/copy.wav", "/r Copy.");
TS.AddCombineSound( "coverme", "npc/metropolice/vo/covermegoingin.wav", "Cover me, I'm going in!");
TS.AddCombineSound( "trespass", "npc/metropolice/vo/criminaltrespass63.wav", "/r 6-3 Criminal Trespass.");
TS.AddCombineSound( "destroythatcover", "npc/metropolice/vo/destroythatcover.wav", "Destroy that cover!");
TS.AddCombineSound( "introuble", "npc/metropolice/vo/dispatchineed10-78.wav", "/r Dispatch, I need 10-78. Officer in trouble!");
TS.AddCombineSound( "document", "npc/metropolice/vo/document.wav", "Document.");
TS.AddCombineSound( "dontmove", "npc/metropolice/vo/dontmove.wav", "Don't move!");
TS.AddCombineSound( "verdictadministered", "npc/metropolice/vo/finalverdictadministered.wav", "/r Final verdict administered.");
TS.AddCombineSound( "finalwarning", "npc/metropolice/vo/finalwarning.wav", "Final warning.");
TS.AddCombineSound( "firstwarningmove", "npc/metropolice/vo/firstwarningmove.wav", "First warning. Move away.");
TS.AddCombineSound( "getdown", "npc/metropolice/vo/getdown.wav", "/y Get down!");
TS.AddCombineSound( "getoutofhere", "npc/metropolice/vo/getoutofhere.wav", "Get out of here.");
TS.AddCombineSound( "grenade", "npc/metropolice/vo/grenade.wav", "/y Grenade!");
TS.AddCombineSound( "help", "npc/metropolice/vo/help.wav", "/y Help!");
TS.AddCombineSound( "hesrunning", "npc/metropolice/vo/hesrunning.wav", "/r He's running!");
TS.AddCombineSound( "holdit", "npc/metropolice/vo/holdit.wav", "/y Hold it!");
TS.AddCombineSound( "investigate", "npc/metropolice/vo/investigate.wav", "/r Investigate.");
TS.AddCombineSound( "investigating", "npc/metropolice/vo/investigating10-103.wav", "/r Investigating 10-103.");
TS.AddCombineSound( "movealong", "npc/metropolice/vo/isaidmovealong.wav", "I said move along.");
TS.AddCombineSound( "isolate", "npc/metropolice/vo/isolate.wav","Isolate.");
TS.AddCombineSound( "keepmoving", "npc/metropolice/vo/keepmoving.wav", "Keep moving.");
TS.AddCombineSound( "location", "npc/metropolice/vo/location.wav", "/r Location.");
TS.AddCombineSound( "nowgetoutofhere", "npc/metropolice/vo/nowgetoutofhere.wav", "Now get out of here.");
TS.AddCombineSound( "officerneedshelp", "npc/metropolice/vo/officerneedshelp.wav", "/r Officer needs help!");
TS.AddCombineSound( "prosecute", "npc/metropolice/vo/prosecute.wav", "Prosecute.");
TS.AddCombineSound( "residentialblock", "npc/metropolice/vo/residentialblock.wav", "/r Residential block.");
TS.AddCombineSound( "rogerthat", "npc/metropolice/vo/rodgerthat.wav", "/r Roger that.");
TS.AddCombineSound( "searchingforsuspect", "npc/metropolice/vo/searchingforsuspect.wav", "/r Searching for suspect, no status.");
TS.AddCombineSound( "shit", "npc/metropolice/vo/shit.wav", "/y Shit!");
TS.AddCombineSound( "sweepingforsuspect", "npc/metropolice/vo/sweepingforsuspect.wav", "/r Sweeping for suspect.");
TS.AddCombineSound( "thereheis", "npc/metropolice/vo/thereheis.wav", "/y There he is!");
TS.AddCombineSound( "unlawfulentry", "npc/metropolice/vo/unlawfulentry603.wav", "/r 603, unlawful entry.");
TS.AddCombineSound( "vacatecitizen", "npc/metropolice/vo/vacatecitizen.wav", "Vacate, citizen.");
TS.AddCombineSound( "malcompliance", "npc/metropolice/vo/youwantamalcomplianceverdict.wav", "You want a malcompliance verdict?");
TS.AddCombineSound( "uknockedit", "npc/metropolice/vo/youknockeditover.wav", "You knocked it over, pick it up." );
TS.AddCombineSound( "backup", "vo/trainyard/ba_backup.wav", "Back up." );
TS.AddCombineSound( "goon", "vo/trainyard/ba_goon.wav", "Go on..." );
TS.AddCombineSound( "getinhere", "vo/trainyard/ba_inhere01.wav", "Get in here." );
TS.AddCombineSound( "isaidmove", "vo/trainyard/ba_move01.wav", "/y I SAID MOVE!" );
TS.AddCombineSound( "noimgood", "vo/trainyard/ba_noimgood.wav", "No, I'm good." );
TS.AddCombineSound( "pickupcan", "npc/metropolice/vo/pickupthecan1.wav", "Pick up that can." );
TS.AddCombineSound( "pickupcan2", "npc/metropolice/vo/pickupthecan3.wav", "I said, pick up the can." );
TS.AddCombineSound( "putintrash", "npc/metropolice/vo/putitinthetrash.wav", "Now, put it in the trashcan." );
TS.AddCombineSound( "needanyhelp", "npc/metropolice/vo/needanyhelpwiththisone.wav", "Need any help with this one?" );
	
TS.HumanSounds = { }	
	
function TS.AddHumanSounds( id, path, text, female )

	local sound = { }
	
	sound.path = path;
	sound.line = TS.GetVal( text, "" )
	sound.female = TS.GetVal( female, "");
	
	TS.HumanSounds[id] = sound;

end

function ccPlayHumanSound( ply, cmd, args )

	local id = args[1]
	
	if( ply:IsCombineDefense() ) then 
		Console( ply, "You need to be a citizen.", true );
		return;
	end	
	
	if( TS.HumanSounds[id] == nil ) then 

		Console( ply, "Invalid ID", true );
		return;
		
	end
		
	local sound = TS.HumanSounds[id]
	local path = sound.path
	
	if( ply:IsFemale() ) then
		path = sound.female
	end
	
	util.PrecacheSound( path );
	ply:EmitSound( path, 65, 100 );
	
	ply:ConCommand( "say " .. sound.line )
	
end
concommand.Add( "rp_playsound", ccPlayHumanSound )

function ccListVoice( ply, cmd, args ) 

	Console( ply, "List of Human Voices" );

	for _, voice in pairs( TS.HumanSounds ) do
		
		Console( ply, _ .. " - " .. voice.line .. " - " .. voice.path );
			
	end
		
end
concommand.Add( "rp_listvoices", ccListVoice );

TS.AddHumanSounds( "dontthink", "vo/npc/male01/question01.wav", "I don't think this war is ever gonna end.", "vo/npc/female01/question01.wav" );
TS.AddHumanSounds( "sellinsurance", "vo/npc/male01/question02.wav", "To think! All I wanted to do was sell insurance.", "vo/npc/female01/question02.wav" );
TS.AddHumanSounds( "dontdream", "vo/npc/male01/question03.wav", "I don't dream anymore.", "vo/npc/female01/question03.wav" );
TS.AddHumanSounds( "whoamikid", "vo/npc/male01/question04.wav", "When this is all over I'm... nah, who am I kidding.", "vo/npc/female01/question04.wav" );
TS.AddHumanSounds( "dejavu", "vo/npc/male01/question05.wav", "Woah. Dejavu.", "vo/npc/female01/question05.wav" );
TS.AddHumanSounds( "dreamcheese", "vo/npc/male01/question06.wav", "Sometimes.. I dream about cheese.", "vo/npc/female01/question06.wav" );
TS.AddHumanSounds( "smellthat", "vo/npc/male01/question07.wav", "You smell that? It's freedom.", "vo/npc/female01/question07.wav" );
TS.AddHumanSounds( "doctorbreen", "vo/npc/male01/question08.wav", "If I ever get my hands on Doctor Breen..", "vo/npc/female01/question08.wav" );
TS.AddHumanSounds( "eatahorse", "vo/npc/male01/question09.wav", "I could eat a horse! Hooves and all..", "vo/npc/female01/question09.wav" );
TS.AddHumanSounds( "cantbelieve", "vo/npc/male01/question10.wav", "I can't believe this day has finally come!", "vo/npc/female01/question10.wav" );
TS.AddHumanSounds( "partofplan", "vo/npc/male01/question11.wav", "I'm pretty sure this isn't part of the plan.", "vo/npc/female01/question11.wav" );
TS.AddHumanSounds( "gettingworse", "vo/npc/male01/question12.wav", "Looks to me like things are getting worse, not better.", "vo/npc/female01/question12.wav" );
TS.AddHumanSounds( "ificouldlive", "vo/npc/male01/question13.wav", "If I could live my life over again..", "vo/npc/female01/question13.wav" );
TS.AddHumanSounds( "remindsme", "vo/npc/male01/question14.wav", "I'm not even gonna tell you what that reminds me of.", "vo/npc/female01/question14.wav" );
TS.AddHumanSounds( "stalkeroutofme", "vo/npc/male01/question15.wav", "They're never gonna make a stalker out of me!", "vo/npc/female01/question15.wav" );
TS.AddHumanSounds( "changeintheair", "vo/npc/male01/question16.wav", "Finally! Change is in the air!", "vo/npc/female01/question16.wav" );
TS.AddHumanSounds( "feelit", "vo/npc/male01/question17.wav", "You feel it? I feel it.", "vo/npc/female01/question17.wav" );
TS.AddHumanSounds( "dontfeelanything", "vo/npc/male01/question18.wav", "I don't feel anything anymore.", "vo/npc/female01/question18.wav" );
TS.AddHumanSounds( "shower", "vo/npc/male01/question19.wav", "I can't remember the last time I had a shower.", "vo/npc/female01/question19.wav" );
TS.AddHumanSounds( "badmemory", "vo/npc/male01/question20.wav", "Some day.. this'll all be a bad memory.", "vo/npc/female01/question20.wav" );
TS.AddHumanSounds( "bettingman", "vo/npc/male01/question21.wav", "I'm not a betting man, but the odds are not good.", "vo/npc/female01/question21.wav" );
TS.AddHumanSounds( "anyonecare", "vo/npc/male01/question22.wav", "Doesn't anyone care what I think?", "vo/npc/female01/question22.wav" );
TS.AddHumanSounds( "tune", "vo/npc/male01/question23.wav", "I can't get this tune out of my head! *whistles*", "vo/npc/female01/question23.wav" );
TS.AddHumanSounds( "oneofthosedays", "vo/npc/male01/question25.wav", "I just knew it was gonna be one of those days.", "vo/npc/female01/question25.wav" );
TS.AddHumanSounds( "bullshit", "vo/npc/male01/question26.wav", "This is bullshit!", "vo/npc/female01/question26.wav" );
TS.AddHumanSounds( "atesomethingbad", "vo/npc/male01/question27.wav", "I think I ate something bad..", "vo/npc/female01/question27.wav" );
TS.AddHumanSounds( "hungry", "vo/npc/male01/question28.wav", "God I'm hungry!", "vo/npc/female01/question28.wav" );
TS.AddHumanSounds( "imgonnamate", "vo/npc/male01/question29.wav", "When this is all over, I'm gonna mate.", "vo/npc/female01/question29.wav" );
TS.AddHumanSounds( "nokidsaround", "vo/npc/male01/question30.wav", "I'm glad there's no kids around to see this.", "vo/npc/female01/question30.wav" );

TS.AddHumanSounds( "alloveryou", "vo/npc/male01/answer01.wav", "That's you all over.", "vo/npc/female01/answer01.wav" );
TS.AddHumanSounds( "againstyou", "vo/npc/male01/answer02.wav", "I won't hold it against you.", "vo/npc/female01/answer02.wav" );
TS.AddHumanSounds( "figures", "vo/npc/male01/answer03.wav", "Figures.", "vo/npc/female01/answer03.wav" );
TS.AddHumanSounds( "dwell", "vo/npc/male01/answer04.wav", "Try not to dwell on it.", "vo/npc/female01/answer04.wav" );
TS.AddHumanSounds( "talklater", "vo/npc/male01/answer05.wav", "Can we talk about this later?", "vo/npc/female01/answer05.wav" );
TS.AddHumanSounds( "samehere", "vo/npc/male01/answer07.wav", "Same here.", "vo/npc/female01/answer07.wav" );
TS.AddHumanSounds( "iknowhatumean", "vo/npc/male01/answer08.wav", "I know what you mean.", "vo/npc/female01/answer08.wav" );
TS.AddHumanSounds( "talking2self", "vo/npc/male01/answer09.wav", "You're talking to yourself again.", "vo/npc/female01/answer09.wav" );
TS.AddHumanSounds( "tooloud", "vo/npc/male01/answer10.wav", "I wouldn't say that too loud.", "vo/npc/female01/answer10.wav" );
TS.AddHumanSounds( "tombstone", "vo/npc/male01/answer11.wav", "I'll put it on your tombstone!", "vo/npc/female01/answer11.wav" );
TS.AddHumanSounds( "thinking", "vo/npc/male01/answer12.wav", "It doesn't bear thinking about.", "vo/npc/female01/answer12.wav" );
TS.AddHumanSounds( "withyou", "vo/npc/male01/answer13.wav", "I'm with you.", "vo/npc/female01/answer13.wav" );
TS.AddHumanSounds( "youmeboth", "vo/npc/male01/answer14.wav", "Heh! You and me both.", "vo/npc/female01/answer14.wav" );
TS.AddHumanSounds( "lookingatit", "vo/npc/male01/answer15.wav", "Thaaats... one way of looking at it.", "vo/npc/female01/answer15.wav" );
TS.AddHumanSounds( "originalthouht", "vo/npc/male01/answer16.wav", "Have you ever had an original thought?", "vo/npc/female01/answer16.wav" );
TS.AddHumanSounds( "shutup", "vo/npc/male01/answer17.wav", "I'm not even gonna tell you to shut up.", "vo/npc/female01/answer17.wav" );
TS.AddHumanSounds( "concentrate", "vo/npc/male01/answer18.wav", "Let's concentrate on the task at hand!", "vo/npc/female01/answer18.wav" );
TS.AddHumanSounds( "mindwork", "vo/npc/male01/answer19.wav", "Keep your mind on your work!", "vo/npc/female01/answer19.wav" );
TS.AddHumanSounds( "gutter", "vo/npc/male01/answer20.wav", "Your mind is in the gutter.", "vo/npc/female01/answer20.wav" );
TS.AddHumanSounds( "sosure", "vo/npc/male01/answer21.wav", "Don't be so sure of that.", "vo/npc/female01/answer21.wav" );
TS.AddHumanSounds( "youneverknow", "vo/npc/male01/answer22.wav", "You never know.", "vo/npc/female01/answer22.wav" );
TS.AddHumanSounds( "nevertell", "vo/npc/male01/answer23.wav", "You never can tell.", "vo/npc/female01/answer23.wav" );
TS.AddHumanSounds( "tellingme", "vo/npc/male01/answer24.wav", "Why are you telling ME?", "vo/npc/female01/answer24.wav" );
TS.AddHumanSounds( "howaboutthat", "vo/npc/male01/answer25.wav", "How about that?", "vo/npc/female01/answer25.wav" );
TS.AddHumanSounds( "informationrequire", "vo/npc/male01/answer26.wav", "That's more information than I require.", "vo/npc/female01/answer26.wav" );
TS.AddHumanSounds( "wannabet", "vo/npc/male01/answer27.wav", "Heheh, wanna bet?", "vo/npc/female01/answer27.wav" );
TS.AddHumanSounds( "dime", "vo/npc/male01/answer28.wav", "I wish I had a dime for every time somebody said that.", "vo/npc/female01/answer28.wav" );
TS.AddHumanSounds( "doaboutit", "vo/npc/male01/answer29.wav", "What am I supposed to do about it?", "vo/npc/female01/answer29.wav" );
TS.AddHumanSounds( "talkingtome", "vo/npc/male01/answer30.wav", "You talkin to me?", "vo/npc/female01/answer30.wav" );
TS.AddHumanSounds( "talkbutt", "vo/npc/male01/answer31.wav", "You should nip that kind of talk in the butt.", "vo/npc/female01/answer31.wav" );
TS.AddHumanSounds( "righton", "vo/npc/male01/answer32.wav", "Right on!", "vo/npc/female01/answer32.wav" );
TS.AddHumanSounds( "argument", "vo/npc/male01/answer33.wav", "No argument there.", "vo/npc/female01/answer33.wav" );
TS.AddHumanSounds( "hawaii", "vo/npc/male01/answer34.wav", "Don't forget Hawaii!", "vo/npc/female01/answer34.wav" );
TS.AddHumanSounds( "trynot", "vo/npc/male01/answer35.wav", "Try not to let it get to you.", "vo/npc/female01/answer35.wav ");
TS.AddHumanSounds( "firsttime", "vo/npc/male01/answer36.wav", "Wouldn't be the first time.", "vo/npc/female01/answer36.wav" );
TS.AddHumanSounds( "sureaboutthat", "vo/npc/male01/answer37.wav", "You sure about that?", "vo/npc/female01/answer37.wav" );
TS.AddHumanSounds( "leavealone", "vo/npc/male01/answer38.wav", "Leave it alone.", "vo/npc/female01/answer38.wav" );
TS.AddHumanSounds( "enough", "vo/npc/male01/answer39.wav", "That's enough out of you.", "vo/npc/female01/answer39.wav" );
TS.AddHumanSounds( "firsttimeeverything", "vo/npc/male01/answer40.wav", "There's a first time for everything.", "vo/npc/female01/answer40.wav" );

TS.AddHumanSounds( "combine", "vo/npc/male01/combine01.wav", "/y Combine!", "vo/npc/female01/combine01.wav" );
TS.AddHumanSounds( "doingsomething", "vo/npc/male01/doingsomething.wav", "Shouldn't we.. uhh.. be doing something?", "vo/npc/female01/doingsomething.wav" );
TS.AddHumanSounds( "excuseme", "vo/npc/male01/excuseme01.wav", "Excuse me.", "vo/npc/female01/excuseme01.wav" );
TS.AddHumanSounds( "fantastic", "vo/npc/male01/fantastic01.wav", "Fantastic!", "vo/npc/female01/fantastic.wav" );
TS.AddHumanSounds( "finally", "vo/npc/male01/finally.wav", "Finally.", "vo/npc/female01/finally.wav" );
TS.AddHumanSounds( "gethellout", "vo/npc/male01/gethellout.wav", "/y Get the hell out of here!", "vo/npc/female01/gethellout.wav" );
TS.AddHumanSounds( "goodgod", "vo/npc/male01/goodgod.wav", "Good god!", "vo/npc/female01/goodgod.wav" );
TS.AddHumanSounds( "gotone1", "vo/npc/male01/gotone01.wav", "Got one!", "vo/npc/female01/gotone01.wav" );
TS.AddHumanSounds( "gotone2", "vo/npc/male01/gotone02.wav", "Hahah! I got one!", "vo/npc/female01/.wav" );
TS.AddHumanSounds( "help", "vo/npc/male01/help01.wav", "/y HELP!", "vo/npc/female01/help01.wav" );
TS.AddHumanSounds( "hi", "vo/npc/male01/hi01.wav", "Hi.", "vo/npc/female01/hi01.wav" );
TS.AddHumanSounds( "illstayhere", "vo/npc/male01/illstayhere01.wav", "I'll stay here.", "vo/npc/female01/illstayhere01.wav" );
TS.AddHumanSounds( "leadtheway", "vo/npc/male01/leadtheway01.wav", "You lead the way!", "vo/npc/female01/leadtheway01.wav" );
TS.AddHumanSounds( "letsgo", "vo/npc/male01/letsgo01.wav", "/y Let's go!", "vo/npc/female01/letsgo01.wav" );
TS.AddHumanSounds( "noscream1", "vo/npc/male01/no01.wav", "No! NO!", "vo/npc/female01/no01.wav" );
TS.AddHumanSounds( "noscream2", "vo/npc/male01/no02.wav", "/y Noooooo!", "vo/npc/female01/no02.wav" );
TS.AddHumanSounds( "imready", "vo/npc/male01/okimready01.wav", "Ok, I'm ready.", "vo/npc/female01/okimready01.wav" );
TS.AddHumanSounds( "oneforme", "vo/npc/male01/oneforme.wav", "One for me and one... for me.", "vo/npc/female01/oneforme.wav" );
TS.AddHumanSounds( "overhere", "vo/npc/male01/overhere01.wav", "/y Hey, over here!", "vo/npc/female01/overhere01.wav" );
TS.AddHumanSounds( "runforyourlife", "vo/npc/male01/runforyourlife01.wav", "/y Run for your life!", "vo/npc/female01/runforyourlife.wav" );
TS.AddHumanSounds( "sorry", "vo/npc/male01/sorry01.wav", "Sorry.", "vo/npc/female01/sorry01.wav" );
TS.AddHumanSounds( "heregoesnothing", "vo/npc/male01/squad_affirm06.wav", "Here goes nothing.", "vo/npc/female01/squad_affirm06.wav" );
TS.AddHumanSounds( "run", "vo/npc/male01/strider_run.wav", "/y Ruuuuun!", "vo/npc/female01/strider_run.wav" );
TS.AddHumanSounds( "donicely", "vo/npc/male01/thislldonicely01.wav", "This'll do nicely!", "vo/npc/female01/thislldonicely01.wav" );
TS.AddHumanSounds( "waitingsomebody", "vo/npc/male01/waitingsomebody.wav", "You waiting for somebody?", "vo/npc/female01/waitingsomebody.wav" );
TS.AddHumanSounds( "whoops", "vo/npc/male01/whoops01.wav", "Whoops.", "vo/npc/female01/whoops01.wav" );
TS.AddHumanSounds( "yeah", "vo/npc/male01/yeah02.wav", "Yeah!", "vo/npc/female01/yeah02.wav" );
TS.AddHumanSounds( "yougotit", "vo/npc/male01/yougotit02.wav", "You got it!", "vo/npc/female01/yougotit.wav" );

TS.OverwatchSounds = { }

function TS.AddOverwatchSounds( id, path, text )

	local sound = { }
	
	sound.path = path;
	sound.line = TS.GetVal( text, "" )
	
	TS.OverwatchSounds[id] = sound;
	
end

function ccPlayOverwatchSound( ply, cmd, args )

	local id = args[1];
	
	if( !ply:Team() == 3 or !ply:Team() == 4 ) then 
		Console( ply, "Need to be Overwatch", true )
		return;
	end	
	
	if( TS.OverwatchSounds[id] == nil ) then 

		Console( ply, "Invalid ID", true )
		return;
		
	end
		
	
	local sound = TS.OverwatchSounds[id];	
	local path = sound.path;
	
	local num = math.random( 1, 2 );
	ply:EmitSound( Sound( "npc/combine_soldier/vo/on" .. num .. ".wav", 55, 100 ) );
			
	local function OffVocoder()
		local num = math.random( 1, 3 );
		ply:EmitSound( Sound( "npc/combine_soldier/vo/off" .. num .. ".wav", 55, 100 ) );

	end
	
	local function EmitSound()
		ply:EmitSound( path, 70, 100 );
		timer.Simple( 2.01, OffVocoder );
	end
	
	timer.Simple( 1, EmitSound );
	
	ply:ConCommand( "say " .. sound.line )
	
end
concommand.Add( "rp_owemit", ccPlayOverwatchSound )

TS.AddOverwatchSounds( "hvtcontained", "npc/combine_soldier/vo/overwatchconfirmhvtcontained.wav", "/r Overwatch confirms HVT contained." )
TS.AddOverwatchSounds( "teamisdown", "npc/combine_soldier/vo/overwatchteamisdown.wav", "/r Overwatch team is down, sector not controlled." )
TS.AddOverwatchSounds( "heavyresistance", "npc/combine_soldier/vo/heavyresistance.wav", "/r Overwatch advise, very heavy resistance." )
TS.AddOverwatchSounds( "possiblehostiles", "npc/combine_soldier/vo/overwatchreportspossiblehostiles.wav", "/r Overwatch reports possible hostiles inbound." )





	
	
			

	