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SECTION 2 - INSTALLATION
SECTION 2.1 - AUTOMATIC INSTALLATION SECTION 2.2 - MANUAL INSTALLATION SECTION 2.3 - NOTICE FOR USERS UPDATING FROM LCPDFR 0.95 6 6 6
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Aru, for his dedicated work in the GTA modding scene and creating many of the tools we take for granted today. Listener, and the people at #iv-modding for their help and assistance. HazardX, for whom without, this modification would not exist.
Similarly, many people have contributed towards testing pre-release development builds of the modification, helping to trace and eliminate inconveniences, bugs, crashes and other errors, as well as providing their opinions and ideas. The LCPDFR Testing Team consisted of: Penguin2254, unr3al, Noebineneetur, Break, Mage25, WarDoG, Francis, Interference, xGessx, Flambe, xDodox, Jacob, Cleveland023, Abraxas, Braveheart, MoonShine, James and Lt. Caine. Additionally, a dedicated handful of people have committed their time and effort to ensuring the continuation of the project by administering and moderating the website, helping with testing and development and supporting the development team. The LCPDFR Community Team has been instrumental in the continued development of the modification, and the service of the following individuals must not go unnoticed: NicolaiB, for his valued assistance and hard work across multiple G17 Media projects, as well as leading the LCPDFR Community Team. Break, c13, cp702, Harper, Iconography, JAM-Justin35, Original Light, Sgt. Jackson, SharpCommand, Yard1 and all former members of the LCPDFR Community Team for their work in moderating the LCPDFR community and testing the modification.
LCPDFR heavily modifies the game far beyond its original purpose or scope. As such, it can conflict with the game and cause occasional failures and errors. Such errors will not have any lasting effect on the modification or the game, however they may result in crashes, freezes or the current session becoming unplayable. LCPDFR does not currently support any form of multiplayer gameplay, although the modification will still run, albeit perhaps with far less stability, when playing a multiplayer game session. If you do not intend to use the LCPDFR modification in multiplayer gameplay, we highly recommend disabling or temporarily removing it, along with other modifications, before entering any multiplayer sessions.
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With electroshock weapons galore, pursuits in LCPDFR 1.0 are more fun than ever before.
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SECTION 2
INSTALLATION
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SECTION 3
LCPDFR CONFIGURATION
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DEFAULT
DESCRIPTION
Additional police vehicle models for the vehicle selection. Separate models with semicolons. POLICE; POLICE2; PSTOCKADE; Police vehicle models that will be used for transporting arrested persons. Separate models with semicolons. Police models only. Weapon models that are available from the trunks of police vehicles. See Appendices 1 and 2 for list of weapon models. Whether or not all events should be printed in the text wall (in addition to audio). The maxiumum amount of ambient scenarios that can be running simultaneously. The higher this value is set, the more likely it is that an ambient scenario will be created. Whether or not LCPDFR 1.0 is being run for the first time. If you install the vDH Police Station Mod by Abraxas (found on www. lcpdfr.com), set this value to True.
SuspectTransporterModels
VehicleTrunkWeapons
Shotgun_Baretta;
AllTextMode
False
AmbientScenariosMaximum
AmbientScenariosMultiplier
250
FirstStart
True
False
600
This is the maximum amount of time (in seconds) that can pass before a new callout is created.
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CATEGORY/SETTING Enabled
DEFAULT True
DESCRIPTION Whether or not you will be offered callout dispatches. This is the maximum amount of time (in seconds) that can pass before a new callout is created. This is the minimum amount of time (in seconds) that can pass before a new callout is created. The higher this value is set, the more likely it is that a callout will be created.
MaximumSecondsBeforeNewCallout
600
MinimumSecondsBeforeNewCallout
60
250
True
Whether or not roadblocks can be spawned in pursuits. Enabling this will force the Annihilator to always spawn as helicopter backup. The maximum number of police vehicles which are allowed in a single pursuit. The maximum number of police officers which are allowed in a single pursuit.
ForceAnnihilatorHelicopter
False
MaximumCopCarsInPursuit
20
False
Whether or not LCPDFRs Hardcore mode should be enabled. See the feature guide for more information.
Put your API Key here to enable Crime Statistics. True Whether or not Crime Statistics should be enabled. See the feature guide for more information.
ServicesEnabled
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CATEGORY/SETTING TASER ShowHolsteredTaserOnPlayer KEYBINDINGS AcceptCallout AcceptCalloutModifierKey AcceptPartner AcceptPartnerModifierKey AimMarker AimMarkerModifierKey Arrest ArrestModifierKey ArrestCallTransporter ArrestCallTransporterModifierKey ArrestDriveToPD ArrestDriveToPDModifierKey BlockArea BlockAreaModifierKey ConfirmCopModel ConfirmCopModelModifierKey ConfirmCopCarModel
DEFAULT
DESCRIPTION
True
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CATEGORY/SETTING ConfirmCopCarModelModifierKey Dialog1 Dialog1ModifierKey Dialog2 Dialog2ModifierKey Dialog3 Dialog3ModifierKey Dialog4 Dialog4ModifierKey DenyCallout DenyCalloutModifierKey GrabSuspect GrabSuspectModifierKey HolsterTaser HolsterTaserModifierKey WalkFaster WalkFasterModifierKey IssueParkingTicket IssueParkingTicketModifierKey JoinPursuit
DEFAULT None F9 None F10 None F11 None F12 None N None E None T None LMenu None E None E
DESCRIPTION
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CATEGORY/SETTING JoinPursuitModifierKey NextCopModel NextCopModelModifierKey NextCopModelTexture NextCopModelTextureModifierKey NextCopCarModel NextCopCarModelModifierKey OpenTrunk OpenTrunkModifierKey PartnerArrest PartnerArrestModifierKey PartnerRegroup PartnerRegroupModifierKey PoliceComputer PoliceComputerModifierKey PreviousCopModel PreviousCopModelModifierKey PreviousCopModelTexture
PreviousCopModelTextureModifierKey
DEFAULT None Right None Up None Right None E None G None R None E None Left None Down None
DESCRIPTION
They key for selecting the next model in the police station.
They key for selecting the next texture in the police station.
They key for selecting the next vehicle model in the police station.
The key to open/search a vehicle trunk. This key is also used to open the rear doors of police vehicles.
They key for selecting the previous model in the police station.
They key for selecting the previous model texture in the police station.
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CATEGORY/SETTING PreviousCopCarModel PreviousCopCarModelModifierKey PulloverLicenseYes PulloverLicenseYesModifierKey PulloverLicenseNo PulloverLicenseNoModifierKey PulloverStart PulloverStartModifierKey CallInPursuitModifierKey CallInPursuit ViewIntroductionModifierKey ViewIntroduction UpdateCalloutStateModifierKey UpdateCalloutState
TutorialStartPoliceDepartmentModifierKey
DEFAULT Left None F9 None F10 None ShiftKey None Menu E None E Menu E None E None Y None
DESCRIPTION They key for selecting the previous vehicle model in the police station.
The key to call in pursuits and other events, such as you being attacked.
The key to start the LCPDFR tutorial inside the police station.
The tutorial to start the LCPDFR tutorial after being prompted on the first run of the modification.
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The key to set your status as busy, thus avoiding callouts and such.
The key to set a ped as wanted, meaning other units will pursue them. The key to randomize models in the police station.
RequestAmbulance
The key to request an ambulance (the paramedics will attempt to revive closeby injured pedestrians, and will heal the player if necessary when Hardcore mode is enabled).
ControlKey F ControlKey The key to request a fire truck (it will extinguish fires).
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DESCRIPTION The key to request a NOOSE Tactical Response Team to assist you.
The key to set your status as busy, thus avoiding callouts and such.
The key to bring up the Quick Action Menu. Be sure to see the feature guide for more information.
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SECTION 4
SECTION 4.1 INTRODUCTION
Undoubtedly the biggest version of LCPDFR ever, LCPDFR 1.0 contains literally hundreds of new features and enhancements. From taking hold of arrested suspects and immersive audio effects to proper controller support and all new pursuit systems, in LCPDFR 1.0, no aspect of the experience has been neglected. LCPDFR 1.0 has been built entirely from the ground up, using an all new engine made from scratch by LMS which supports object orientated programming for GTA IV like nothing else before. Combined with multiple advances in GTA modding in general and the fantastic memory editing ability of the new AdvancedHook, the possibilities available to us have multiplied tenfold and consequently, so too have the possibilities for the average LCPDFR player.
With LCPDFR 1.0, the goal was always to build a solid framework for being a police officer in GTA IV. We didnt want to get lost in experimenting with fancy missions or scripted experiences, but rather wanted to build a set of comprehensive tools and gameplay mechanics for enforcing the law, and allowing the other non player controlled characters to be a big part of this as well. It was really important to us that the modification lived up to its name of LCPDFR with the LCPD being of actual assistance.
Sam, LCPDFR Founder sam@g17media.com
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The police station and duty system have both been overhauled in LCPDFR 1.0, with multiple new features and improvements each.
When going on duty, youre now able to properly customize your character to your liking by choosing between models, components and textures. This means that unlike in previous versions of LCPDFR, you can now control what your character will wear, rather than the components and accessories being randomly generated. The police station in LCPDFR 1.0 also boats several enhancements, with more ambient scenes and scenarios happening inside, including arrested suspects being searched and seated and officers working on their computers. Not only this, but the LCPDFR police station interior is now fully compatible with Abraxas vdH Police Station modification which turns the default lawyers office interior into something much more resembling of a police station, complete with texture replacements, model additions like a squad car assignment whiteboard and LCPD branding. Officers within the station will now be able to interact with the model additions provided by Abraxas police station modification by sitting on the chairs or using the vending machine.
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Got a fleeing suspect? LCPDFR 1.0 allows you to report this to dispatch which will trigger a pursuit - only then will other units join in.
While the LCPD might know it all and see it all in normal GTA IV gameplay, this isnt the case in LCPDFR 1.0 which introduces all new line of sight police AI, radio transmissions and status updates. In LCPDFR 1.0, when something big happens, like a suspect fleeing from a traffic stop or firearm discharged in Hove Beach, you can actually report this to dispatch and activate LCPDFRs internal systems for processing suspects, searches and pursuits. If, for example, a taxi driver in Algonquin knocks you over while racing to pick up a fare, you can call this in and start a search for the angry cabbie in question. Dispatch will relay the details of the incident to other units who will do their best to catch up to the over-enthusiastic taxi driver and attempt to stop him on your behalf. Its said the strength of the pack is the wolf, and the strength of the wolf is the pack; with LCPDFR 1.0, the player is no longer a lone wolf.
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With search areas, visual checks and the capability for multiple suspects and pursuits running simultaneously, LCPDFR 1.0 boasts a more comprehensive pursuit system than ever before.
In LCPDFR 1.0, a pursuit is no longer an isolated element of gameplay - it is directly linked to the rest of the modification, meaning that most LCPDFR experiences are actually powered in some way or another by the pursuit system. In simple terms, whenever theres a suspect, theres a pursuit, and the pursuit controls their behaviour as well as the actions of the officers determined to score another point in their arrests column. Pursuits work using a search area, which like in normal gameplay, is a flashing red and blue circle on the minimap. This search area will follow the suspect so long as at least one police unit has a visual, meaning that under these circumstances, the suspect is always at the very centre of the search area. If all visuals on the suspect are lost, however, the search area will cease following them and instead remain stationary at their last known position, thus giving the suspect the opportunity to leave the search area and therefore escape from the pursuit. When searching for a lost suspect, the best tool at your disposal is an air support unit. The presence of a police helicopter will increase the size of the search area equivalent to the size of a 3 star wanted level under normal circumstances. In addition to this, the helicopter will also search the area from above, making escape that much harder. It doesnt stop there, however, as suspects may also make use of interiors as hiding places - well out of view of any helicopter. Thankfully, theres no easy escape from the LCPD in 1.0 though, as ground units will also take part in a methodical search of the area, including any nearby interiors.
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For those wishing to add that extra dose of realism to their game, LCPDFRs Hardcore Mode introduces weapon damage ragdoll and injuries.
A well established feature in LCPDFR, Hardcore Mode has traditionally featured weapon damage ragdoll, resulting in the player falling over or otherwise reacting to gunshots, leaving them unable to defend themselves while they recover. This has been further expanded in LCPDFR 1.0, with the introduction of a state of complete defencelessness which will be activated if the player takes too much damage. When injured, the player is rendered into a slow moving, limping state where no weapons can be drawn or fired. Thankfully, the effects of an injury in Hardcore Mode are easily reversed by seeking medical treatment from Liberty Citys fine paramedics.
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With new options like issuing orders, checking ID and detaining suspects in your car, LCPDFR 1.0 gives you more control than ever before over how you enforce the law.
In LCPDFR 0.95, we introduced the ability to stop and search suspects in an easy fashion by first ordering them to stop and then being able to choose from a small number of options. This has been vastly expanded in LCPDFR 1.0, and you can now use a series of navigable dialog based menus to issue orders, check identification, write citations, detain suspects and more. Indeed, when searching suspects, no longer are the results of the search entirely random. LCPDFR 1.0 now uses all sorts of information about the person, including their age, possible gang affiliations, wealth class and any known flags to more realistically shape the contraband that they might be carrying. As usual, stopping suspects is as easy as targetting them and pressing the defined arrest key. You can then keep targetting them and hold down the arrest key for more options, or simply press and release the key again to attempt an arrest. Note that if you target and attempt to arrest a handcuffed suspect, they will be released instead.
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For the first time ever, LCPDFR now lets you take hold of handcuffed suspects, drag them around and place them in police vehicles.
The arresting system has seen a revamp in LCPDFR 1.0, with the main change being that now all LCPD units, not just the player, can arrest, handcuff and transport a suspect. The fun doesnt end there, however, as the player can now take hold of arrested suspects and move them around, including into the backseat of their police vehicle. To do so, simply grab the suspect and walk them over to your last vehicle (it must be a police vehicle with four doors), then take them over to one of the rear doors and seat them inside by pressing the defined key. You can also take suspects out of your vehicle by opening the rear door and pressing the defined key to open a vehicles trunk, which will also open the rear doors of your police vehicle if pressed near them instead. Then simply press the same key again and youll remove the suspect from the vehicle.
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Traffic stops in LCPDFR 1.0 are better than ever, with new ambient AI support and better mechanics.
In LCPDFR 1.0, traffic stops have been improved with the addition of door-side markers. With these markers, on both sides of the vehicle, you can now approach the vehicle from the passenger side to avoid potential traffic hazards on the highway. In addition to this, non player controlled police units can now conduct ambient traffic stops, using the same mechanics and systems as the player. Furthermore, LCPDFRs traffic stops also make use of the LCPDFR Police Computer which is now more responsive, lightweight and easier to use.
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A brand new addition to LCPDFR, the tutorial allows both new and experienced officers the chance to get accustomed to the workings of some of the core features of the modification.
The all new tutorial, which can be accessed from the police station or through a prompt upon the first run of LCPDFR, introduces players to some of the core features of LCPDFR in a format similar to that of the actual game in the first few missions. Helpbox prompts serve to explain some of the features and how to use them, while text at the bottom of the screen give instructions.
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From 2009 to 2013, various light and siren modes are a staple feature of LCPDFR.
In the first version of LCPDFR, a simple feature existed to disable the audio of the siren while retaining the lights - a significant achievement at its time! Although with the introduction of the Emergency Lighting System by Lt. Caine, which is truly one of the best GTA modifications out there (and you should check it out at www.lcpdfr.com), the siren control features of LCPDFR had been somewhat neglected. That is, at least, until now. LCPDFR 1.0 now makes use of technological advancements in the field of GTA modding to offer significant updates to its classic offering of three lighting modes to those who wish to keep things vanilla. Firstly, lighting mode 1, which used to be a pulse of light every few seconds with no siren, is now an alternating continous flash pattern between the vehicles red and white lights, with no siren audio. And while lighting mode 2, which has always been the classic audio free lighting strobe, remains in its current form, lighting mode 3, which is the default flashing pattern but without audio, now uses a new method to disable the siren sounds, allowing for the airhorn and megaphone to be used as normal. Thanks to the new method for cancelling siren audio though, the vehicles siren can be manually played during each lighting stage by holding down the defined key - the siren continuing as long as the key is held down.
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New to LCPDFR 1.0, the Quick Action Menu makes common tasks simple, eliminating the need to remember loads of key combinations.
The Quick Action Menu, controlled entirely by mouse or controller stick movement, is a new interface element of the modification which allows for simple tasks, like calling in ambulances or evacuating the area, to be done without the need for keypresses. Both your memory and other modifications will thank you for this, as it means that keys which have traditionally conflicted with ELS and other mods, like CTRL + M for an ambulance, are a thing of the past. While active, the Quick Action Menu will slow down time, allowing you to make your choice without the fear of crashing your car or being shot into oblivion by feisty suspects. Not only this, but when combined with the LCPDFR Aiming Marker, you can point at an alleyway, street or other piece of land and instruct your partner to go there.
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LCPDFR 1.0 also features, for the first time, a working API which developers can use to better integrate their fantastic work with the engine and core backbone of LCPDFR.
The API is perfect for creating your own callouts, scripted missions or scenarios, and can also be used by developers to integrate their modifications with LCPDFR, creating a better, more fluid experience. Perhaps the best bit though, is that the API plugs into Visual Studio just like the .Net Scripthook does, meaning that it can be used to create actual modifications as well, combining the freedom of your own script with the power of LCPDFRs engine. More information about the API can be found in the API User Guide and Manual, provided separately.
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SECTION 5
APPENDIX
NUMBER 1 2 3 4 5 7 8 9 10 11 12 13 14 15 16 17 18
DESCRIPTION The baseball bat. The pool cue. The knife. Grenades. Molotov Cocktails. The standard pistol. The LCPDFR Taser. The combat pistol. The pump action shotgun. The semi-automatic shotgun. The standard machine pistol. The tactical sub machine gun. The assault rifle. The combat rifle. The bolt-action sniper rifle The semi-automatic sniper rifle. The rocket propelled grenade launcher.
Thrown_Molotov Handgun_Glock Misc_Unused0 Handgun_DesertEagle Shotgun_Basic Shotgun_Baretta SMG_Uzi SMG_MP5 Rifle_AK47 Rifle_M4 SniperRifle_Basic SniperRifle_M40A1 Heavy_RocketLauncher
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NUMBER
DESCRIPTION
21 22 24 26 27 28
The grenade launcher. The automatic assault shotgun. The pool cue. The sawed-off shotgun. The automatic pistol. Pipe bombs.
TLAD_SawedOffShotgun TLAD_Automatic9mm TLAD_PipeBomb THE BALLAD OF GAY TONY WEAPONS TBOGT_GrenadeLauncher TBOGT_Pistol44 TBOGT_ExplosiveShotgun TBOGT_NormalShotgun TBOGT_AssaultSMG TBOGT_GoldenSMG TBOGT_AdvancedMG TBOGT_AdvancedSniper TBOGT_StickyBomb
21 29 30 31 32 33 34 35 36
The grenade launcher. The upgraded .44 pistol. The automatic shotgun with explosive rounds. The automatic shotgun with normal rounds. The Assault SMG . The golden machine pistol. The Advanced MG. The advanced sniper rifle. Sticky bombs.
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NUMBER
DESCRIPTION
The Left ALT Key The Right ALT Key The ALT Key The Left CTRL Key The Right CTRL Key The CTRL Key The SHIFT Key
RControlKey ControlKey ShiftKey OTHER USEFUL KEYS NumPad0 through NumPad9 D0 through D9 Return Back
The numpad number keys. The standard number keys. The Enter Key. The Backspace Key.
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LCPDFR 1.0 also introduces two new LCPDFR folders: LCPDFR Folder inside Root GTA Folder /LCPDFR/lcpdfr.ini /LCPDFR/mainmenu.png LCPDFR Folder inside the PC Folder (Root GTA Folder/pc) /pc/lcpdfr/definitions.ide /pc/lcpdfr/models.img /pc/lcpdfr/WeaponInfo.xml
LCPDFR 1.0 also makes extensive use of custom audio files located within a special Audio folder in the LCPDFR folder (Root GTA Folder/LCPDFR). Listed below is a complete reference of these files: 31 LCPDFR/Audio/ LCPDFR/Audio/PoliceScanner LCPDFR/Audio/PoliceScanner/Areas LCPDFR/Audio/PoliceScanner/Areas/ACTER.wav LCPDFR/Audio/PoliceScanner/Areas/ACTER_INDUSTRIAL_PARK.wav LCPDFR/Audio/PoliceScanner/Areas/ALDERNEY_CITY.wav LCPDFR/Audio/PoliceScanner/Areas/ALGONQUIN.wav LCPDFR/Audio/PoliceScanner/Areas/ALGONQUIN_BRIDGE.wav LCPDFR/Audio/PoliceScanner/Areas/ALGONQUIN_DUKES.wav LCPDFR/Audio/PoliceScanner/Areas/ASAHARA_RD.wav LCPDFR/Audio/PoliceScanner/Areas/BEECHWOOD_CITY.wav LCPDFR/Audio/PoliceScanner/Areas/BERCHEM.wav LCPDFR/Audio/PoliceScanner/Areas/BOABO.wav LCPDFR/Audio/PoliceScanner/Areas/BOULEVARD.wav LCPDFR/Audio/PoliceScanner/Areas/BROKER.wav LCPDFR/Audio/PoliceScanner/Areas/BROKER_BAY.wav LCPDFR/Audio/PoliceScanner/Areas/BROKER_BRIDGE.wav LCPDFR/Audio/PoliceScanner/Areas/CASTLE_GARDENS.wav LCPDFR/Audio/PoliceScanner/Areas/CASTLE_GARDEN_CITY.wav LCPDFR/Audio/PoliceScanner/Areas/CERVAZA_HEIGHTS.wav LCPDFR/Audio/PoliceScanner/Areas/CERVEZA_HEIGHTS.wav
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LCPDFR/Audio/PoliceScanner/Areas/CHARGE_ISLAND.wav LCPDFR/Audio/PoliceScanner/Areas/CHASE_POINT.wav LCPDFR/Audio/PoliceScanner/Areas/CHINATOWN.wav LCPDFR/Audio/PoliceScanner/Areas/CITY_HALL.wav LCPDFR/Audio/PoliceScanner/Areas/COLONY_ISLAND.wav LCPDFR/Audio/PoliceScanner/Areas/DOWNTOWN.wav LCPDFR/Audio/PoliceScanner/Areas/EASTERN_ACTER.wav LCPDFR/Audio/PoliceScanner/Areas/EASTERN_ACTER_INDUSTRIAL_PARK.wav LCPDFR/Audio/PoliceScanner/Areas/EASTERN_FRANCIS_INTERNATIONAL.wav LCPDFR/Audio/PoliceScanner/Areas/EASTON.wav LCPDFR/Audio/PoliceScanner/Areas/EAST_ALDERNEY_CITY.wav LCPDFR/Audio/PoliceScanner/Areas/EAST_HOLLAND.wav LCPDFR/Audio/PoliceScanner/Areas/EAST_HOOK.wav LCPDFR/Audio/PoliceScanner/Areas/EAST_ISLAND_CITY.wav LCPDFR/Audio/PoliceScanner/Areas/EAST_LEFTWOOD.wav LCPDFR/Audio/PoliceScanner/Areas/FIREFLY_ISLAND.wav LCPDFR/Audio/PoliceScanner/Areas/FIREFLY_PROJECTS.wav LCPDFR/Audio/PoliceScanner/Areas/FISHMARKET_SOUTH.wav LCPDFR/Audio/PoliceScanner/Areas/FISH_MARKET_NORTH.wav LCPDFR/Audio/PoliceScanner/Areas/FORTSIDE.wav LCPDFR/Audio/PoliceScanner/Areas/FRANCIS_INTERNATIONAL.wav LCPDFR/Audio/PoliceScanner/Areas/GOLF_COURSE.wav LCPDFR/Audio/PoliceScanner/Areas/HAPPINESS_ISLAND.wav LCPDFR/Audio/PoliceScanner/Areas/HATTON_GARDENS.wav LCPDFR/Audio/PoliceScanner/Areas/HOVE_BEACH.wav LCPDFR/Audio/PoliceScanner/Areas/HOVE_GARDEN_01.wav LCPDFR/Audio/PoliceScanner/Areas/INDUSTRIAL.wav LCPDFR/Audio/PoliceScanner/Areas/LANCASTER.wav LCPDFR/Audio/PoliceScanner/Areas/LANCET.wav LCPDFR/Audio/PoliceScanner/Areas/LEFTWOOD.wav LCPDFR/Audio/PoliceScanner/Areas/LITTLE_BAY.wav LCPDFR/Audio/PoliceScanner/Areas/LITTLE_ITALY.wav LCPDFR/Audio/PoliceScanner/Areas/LOWER_EASTON.wav LCPDFR/Audio/PoliceScanner/Areas/MEADOWS_PARK.wav LCPDFR/Audio/PoliceScanner/Areas/MEADOW_HILLS.wav LCPDFR/Audio/PoliceScanner/Areas/MIDDLE_PARK.wav LCPDFR/Audio/PoliceScanner/Areas/MIDDLE_PARK_EAST.wav LCPDFR/Audio/PoliceScanner/Areas/MIDDLE_PARK_WEST.wav LCPDFR/Audio/PoliceScanner/Areas/NORMANDY.wav LCPDFR/Audio/PoliceScanner/Areas/NORTHERN_FRANCIS_INTERNATIONAL.wav LCPDFR/Audio/PoliceScanner/Areas/NORTHERN_GARDENS.wav LCPDFR/Audio/PoliceScanner/Areas/NORTHWOOD.wav LCPDFR/Audio/PoliceScanner/Areas/NORTH_HOLLAND.wav LCPDFR/Audio/PoliceScanner/Areas/ON_FOOT.wav LCPDFR/Audio/PoliceScanner/Areas/OUTLOOK.wav LCPDFR/Audio/PoliceScanner/Areas/OUTLOOK_PARK.wav LCPDFR/Audio/PoliceScanner/Areas/PORT_TUDOR.wav LCPDFR/Audio/PoliceScanner/Areas/PRESIDENTS_CITY.wav LCPDFR/Audio/PoliceScanner/Areas/PURGATORY.wav LCPDFR/Audio/PoliceScanner/Areas/ROTTERDAM_HILL.wav LCPDFR/Audio/PoliceScanner/Areas/SCHOTTLER.wav LCPDFR/Audio/PoliceScanner/Areas/SOUTHERN_FRANCIS_INTERNATIONAL.wav LCPDFR/Audio/PoliceScanner/Areas/SOUTH_BOHAN.wav LCPDFR/Audio/PoliceScanner/Areas/SOUTH_SLOPES.wav LCPDFR/Audio/PoliceScanner/Areas/STAR_JUNCTION.wav LCPDFR/Audio/PoliceScanner/Areas/STEIN_WAY.wav
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LCPDFR/Audio/PoliceScanner/Streets/SAN_QUENTIN_AVENUE.wav LCPDFR/Audio/PoliceScanner/Streets/SARATOGA_AVE.wav LCPDFR/Audio/PoliceScanner/Streets/SOUTH_PARKWAY.wav LCPDFR/Audio/PoliceScanner/Streets/STILLWATER_AVE.wav LCPDFR/Audio/PoliceScanner/Streets/TINDERBOX_AVE.wav LCPDFR/Audio/PoliceScanner/Streets/TOPAZ_ST.wav LCPDFR/Audio/PoliceScanner/Streets/UNION_DRIVE_EAST.wav LCPDFR/Audio/PoliceScanner/Streets/UNION_DRIVE_WEST.wav LCPDFR/Audio/PoliceScanner/Streets/URANIUM_ST.wav LCPDFR/Audio/PoliceScanner/Streets/VAUXITE_ST.wav LCPDFR/Audio/PoliceScanner/Streets/VITULLO_AVE.wav LCPDFR/Audio/PoliceScanner/Streets/WARDITE_ST.wav LCPDFR/Audio/PoliceScanner/VehicleCategory LCPDFR/Audio/PoliceScanner/VehicleCategory/CONVERTIBLE.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/COUPE.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/FOUR_DOOR.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/HATCHBACK.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/HEARSE.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/HELICOPTER.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/JALOPY.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/LIMO.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/MOPED.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/MOTORCYCLE.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/PICK_UP.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/SCOOTER.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/SEDAN.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/SPEEDBOAT.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/SPORTS_CAR.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/STATION_WAGON.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/SUV.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/TRAWLER.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/TRUCK.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/TWO_DOOR.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/VAN.wav LCPDFR/Audio/PoliceScanner/VehicleCategory/YACHT.wav LCPDFR/Audio/PoliceScanner/Vehicles LCPDFR/Audio/PoliceScanner/ALL_UNITS.wav LCPDFR/Audio/PoliceScanner/ALL_UNITS_ALL_UNITS.wav LCPDFR/Audio/PoliceScanner/ALL_UNITS_PLEASE_RESPOND.wav LCPDFR/Audio/PoliceScanner/ARMED_AND_DANGEROUS.wav LCPDFR/Audio/PoliceScanner/ASSISTANCE_REQUIRED.wav LCPDFR/Audio/PoliceScanner/ATTENTION_ALL_UNITS.wav LCPDFR/Audio/PoliceScanner/AT_SEA.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_AIR_UNIT_DOWN_01.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_AIR_UNIT_DOWN_02.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_ASSAULT_ON_AN_OFFICER.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_ATTACK_ON_AN_OFFICER.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_ASSAULT.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_DOWN.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_IN_DANGER.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_IN_NEED_OF_ASSISTANCE.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_OFFICER_STRUCK.wav LCPDFR/Audio/PoliceScanner/CRIM_AN_UNCONCIOUS_CIVILIAN.wav LCPDFR/Audio/PoliceScanner/CRIM_A_CIVILIAN_CAUSING_TROUBLE.wav LCPDFR/Audio/PoliceScanner/CRIM_A_CIVILIAN_DOWN.wav LCPDFR/Audio/PoliceScanner/CRIM_A_CRIMINAL_FLEEING_A_CRIME_SCENE.wav
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LCPDFR/Audio/PoliceScanner/CRIM_A_CRIMINAL_IN_A_STOLEN_CAR.wav LCPDFR/Audio/PoliceScanner/CRIM_A_CRIMINAL_IN_A_STOLEN_VEHICLE.wav LCPDFR/Audio/PoliceScanner/CRIM_A_CRIMINAL_PERFORMING_DRIVEBY_ACTIVITY.wav LCPDFR/Audio/PoliceScanner/CRIM_A_CRIMINAL_RESISTING_ARREST.wav LCPDFR/Audio/PoliceScanner/CRIM_A_DOMESTIC_DISTURBANCE.wav LCPDFR/Audio/PoliceScanner/CRIM_A_DRUG_DEAL.wav LCPDFR/Audio/PoliceScanner/CRIM_A_DRUNKEN_BRAWL.wav LCPDFR/Audio/PoliceScanner/CRIM_A_DRUNKEN_DISTURBANCE.wav LCPDFR/Audio/PoliceScanner/CRIM_A_FIRE.wav LCPDFR/Audio/PoliceScanner/CRIM_A_FIREARM_ATTACK_ON_AN_OFFICER.wav LCPDFR/Audio/PoliceScanner/CRIM_A_GRAND_THEFT_AUTO.wav LCPDFR/Audio/PoliceScanner/CRIM_A_MEDICAL_EMERGENCY.wav LCPDFR/Audio/PoliceScanner/CRIM_A_MUGGING.wav LCPDFR/Audio/PoliceScanner/CRIM_A_RECKLESS_DRIVER.wav LCPDFR/Audio/PoliceScanner/CRIM_A_SHOOTING.wav LCPDFR/Audio/PoliceScanner/CRIM_A_SHOOT_OUT.wav LCPDFR/Audio/PoliceScanner/CRIM_A_STOLEN_VEHICLE.wav LCPDFR/Audio/PoliceScanner/CRIM_A_SUSPECT_ARMED_AND_DANGEROUS.wav LCPDFR/Audio/PoliceScanner/CRIM_A_SUSPECT_RESISTING_ARREST.wav LCPDFR/Audio/PoliceScanner/CRIM_A_TRAFFIC_ALERT.wav LCPDFR/Audio/PoliceScanner/CRIM_A_TRAFFIC_FELONY.wav LCPDFR/Audio/PoliceScanner/CRIM_A_TRAFFIC_VIOLATION.wav LCPDFR/Audio/PoliceScanner/CRIM_CRIMINALS_DISTURBING_THE_PEACE.wav LCPDFR/Audio/PoliceScanner/CRIM_CRIMINALS_PERFORMING_DRIVEBY_ACTIVITY.wav LCPDFR/Audio/PoliceScanner/CRIM_DANGEROUS_DRIVING.wav LCPDFR/Audio/PoliceScanner/CRIM_SHOTS_FIRED.wav LCPDFR/Audio/PoliceScanner/CRIM_SHOTS_FIRED_AT_AN_OFFICER.wav LCPDFR/Audio/PoliceScanner/CRIM_SUSPICIOUS_ACTIVITY.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_2_UNITS_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_3_UNITS_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_4_UNITS_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_5_UNITS_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_6_UNITS_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_7_UNITS_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_AIR_SQUAD_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_AIR_UNITS_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_AIR_UNIT_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_AN_FIB_TEAM_FROM_ERR.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_A_COASTGUARD_UNIT_FROM_ERR.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_A_NOOSE_TEAM_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_A_PATROL_BOAT_FROM_ERR.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_A_POLICE_BOAT_FROM_ERR.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_A_UNIT_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_A_WATER_UNIT_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_ERR_FIB_TEAM_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_FIB_TEAM_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_FIB_TEAM_FROM_ERR.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_NOOSE_TEAM_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_POLICE_BOATS_FROM_ERR.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_SWAT_TEAM_FROM.wav LCPDFR/Audio/PoliceScanner/DFROM_DISPATCH_WATER_PATROL_UNITS_FROM_ERR.wav LCPDFR/Audio/PoliceScanner/DISPATCHING_TO.wav LCPDFR/Audio/PoliceScanner/DISPATCH_TO.wav LCPDFR/Audio/PoliceScanner/DOING_50.wav LCPDFR/Audio/PoliceScanner/DOING_60.wav LCPDFR/Audio/PoliceScanner/DOING_70.wav
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LCPDFR/Audio/PoliceScanner/DOING_80.wav LCPDFR/Audio/PoliceScanner/DOING_90.wav LCPDFR/Audio/PoliceScanner/HAS_ABANDONED_VEHICLE_AND_IS_CONTINUING_ON_FOOT.wav LCPDFR/Audio/PoliceScanner/HAS_FLED_VEHICLE_AND_IS_CONTINUING_ON_FOOT.wav LCPDFR/Audio/PoliceScanner/HES_STILL_IN.wav LCPDFR/Audio/PoliceScanner/HES_STILL_ON.wav LCPDFR/Audio/PoliceScanner/INS_ALL_HANDS_TO.wav LCPDFR/Audio/PoliceScanner/INS_ATTENTION_ALL_UNITS_WE_HAVE.wav LCPDFR/Audio/PoliceScanner/INS_AVAILABLE_FIREFIGHTERS_RESPOND_TO.wav LCPDFR/Audio/PoliceScanner/INS_AVAILABLE_FIREFIGHTERS_RESPOND_TO_ERR.wav LCPDFR/Audio/PoliceScanner/INS_AVAILABLE_UNITS_RESPOND_TO.wav LCPDFR/Audio/PoliceScanner/INS_CIVILIANS_REPORT.wav LCPDFR/Audio/PoliceScanner/INS_DISPATCH_AN_AMBULANCE_FOR.wav LCPDFR/Audio/PoliceScanner/INS_DISPATCH_AN_AMBULANCE_FOR_ERR.wav LCPDFR/Audio/PoliceScanner/INS_DISPATCH_AVAILABLE_FIRETRUCKS_FOR.wav LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_MEDICAL_TEAM_FOR.wav LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_MEDICAL_TEAM_FOR_ERRR.wav LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_MEDIC_TO.wav LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_PARAMEDIC_TEAM_TO.wav LCPDFR/Audio/PoliceScanner/INS_DISPATCH_A_PARAMEDIC_TEAM_TO_ERR.wav LCPDFR/Audio/PoliceScanner/INS_DISPATCH_FIRE_FIGHTERS_IN_RESPONSE_TO.wav LCPDFR/Audio/PoliceScanner/INS_FIREMEN_REQUIRED_FOR.wav LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_FIREFIGHTING_TEAM_FOR.wav LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDICAL_TEAM_FOR_ERRR.wav LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDICAL_TEAM_TO_INVESTIGATE.wav LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDICAL_TEAM_TO_RESPOND_TO.wav LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDICAL_TEAM_TO_RESPOND_TO_ERRR.wav LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_MEDIC_FOR.wav LCPDFR/Audio/PoliceScanner/INS_I_NEED_A_UNIT_FOR.wav LCPDFR/Audio/PoliceScanner/INS_MEDEVAC_TEAM_REQUIRED_FOR.wav LCPDFR/Audio/PoliceScanner/INS_THIS_IS_CONTROL_I_NEED_ASSISTANCE_FOR.wav LCPDFR/Audio/PoliceScanner/INS_THIS_IS_CONTROL_WE_HAVE.wav LCPDFR/Audio/PoliceScanner/INS_TRAFFIC_ALERT_FOR.wav LCPDFR/Audio/PoliceScanner/INS_UNITS_REPORT.wav LCPDFR/Audio/PoliceScanner/INS_WEVE_GOT.wav LCPDFR/Audio/PoliceScanner/INS_WE_HAVE.wav LCPDFR/Audio/PoliceScanner/INS_WE_HAVE_A_REPORT_OF_ERRR.wav LCPDFR/Audio/PoliceScanner/IS_NOW_DRIVING_A_ERR.wav LCPDFR/Audio/PoliceScanner/I_REPEAT.wav LCPDFR/Audio/PoliceScanner/LAST_SEEN.wav LCPDFR/Audio/PoliceScanner/LOOKS_LIKE_HES_GOING.wav LCPDFR/Audio/PoliceScanner/LOOKS_LIKE_HES_HEADING.wav LCPDFR/Audio/PoliceScanner/ON_FOOT.wav LCPDFR/Audio/PoliceScanner/RANDOMCHAT_01.wav LCPDFR/Audio/PoliceScanner/RANDOMCHAT_02.wav LCPDFR/Audio/PoliceScanner/RANDOMCHAT_03.wav LCPDFR/Audio/PoliceScanner/RANDOMCHAT_05.wav LCPDFR/Audio/PoliceScanner/RANDOMCHAT_06.wav LCPDFR/Audio/PoliceScanner/RANDOMCHAT_07.wav LCPDFR/Audio/PoliceScanner/RANDOMCHAT_08.wav LCPDFR/Audio/PoliceScanner/REPEAT.wav LCPDFR/Audio/PoliceScanner/SUSPECT.wav LCPDFR/Audio/PoliceScanner/SUSPECT_APPREHENDED.wav LCPDFR/Audio/PoliceScanner/SUSPECT_HEADED_EAST.wav LCPDFR/Audio/PoliceScanner/SUSPECT_HEADED_NORTH.wav LCPDFR/Audio/PoliceScanner/SUSPECT_HEADED_WEST.wav
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LCPDFR/Audio/PoliceScanner/SUSPECT_HEADING_SOUTH.wav LCPDFR/Audio/PoliceScanner/SUSPECT_IS_BAGGED_AND_TAGGED.wav LCPDFR/Audio/PoliceScanner/SUSPECT_IS_DOWN.wav LCPDFR/Audio/PoliceScanner/SUSPECT_LAST_SEEN.wav LCPDFR/Audio/PoliceScanner/SUSPECT_LAST_SEEN_IN.wav LCPDFR/Audio/PoliceScanner/SUSPECT_LAST_SEEN_ON.wav LCPDFR/Audio/PoliceScanner/SUSPECT_NEUTRALIZED.wav LCPDFR/Audio/PoliceScanner/SUSPECT_PACIFIED.wav LCPDFR/Audio/PoliceScanner/SUSPECT_TAKEN_DOWN.wav LCPDFR/Audio/PoliceScanner/THE_SEA.wav LCPDFR/Audio/PoliceScanner/THIS_IS_CONTROL.wav LCPDFR/Audio/PoliceScanner/UNITS_PLEASE_BE_ADVISED.wav LCPDFR/Audio/PoliceScanner/WE_HAVE_THE_SUSPECT_IN_CUSTODY.wav LCPDFR/Audio/Resident LCPDFR/Audio/Resident/Amb_Resident LCPDFR/Audio/Resident/Amb_Resident/CUFFS_TIGHTEN_01.wav LCPDFR/Audio/Resident/Amb_Resident/TASER_DEPLOY.wav LCPDFR/Audio/Resident/Scanner_Resident LCPDFR/Audio/Resident/Scanner_Resident/CROSSTALK.wav LCPDFR/Audio/Resident/Scanner_Resident/ENDING_03.wav LCPDFR/Audio/Resident/Scanner_Resident/END_NOISE_01.wav LCPDFR/Audio/Resident/Scanner_Resident/IN_01.wav LCPDFR/Audio/Resident/Scanner_Resident/IN_02.wav LCPDFR/Audio/Resident/Scanner_Resident/IN_NOISE_01.wav LCPDFR/Audio/Resident/Scanner_Resident/NOISE_LOOP_A.wav LCPDFR/Audio/Resident/Scanner_Resident/NOISE_LOOP_B.wav LCPDFR/Audio/Speech LCPDFR/Audio/Speech/M_M_FATCOP_01_BLACK LCPDFR/Audio/Speech/M_M_FATCOP_01_BLACK/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_M_FATCOP_01_BLACK/CALL_IN_PURSUIT_02.wav LCPDFR/Audio/Speech/M_M_FATCOP_01_BLACK/CALL_IN_PURSUIT_03.wav LCPDFR/Audio/Speech/M_M_FATCOP_01_WHITE LCPDFR/Audio/Speech/M_M_FATCOP_01_WHITE/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_M_FATCOP_01_WHITE/CALL_IN_PURSUIT_02.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK LCPDFR/Audio/Speech/M_Y_COP_BLACK/ARREST_PLAYER_03.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/EMERG_PRANK_CALL_01.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/EMERG_PRANK_CALL_02.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/EMERG_PRANK_CALL_03.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_IN_CAR_01.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_IN_CAR_02.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_ON_BIKE_01.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_ON_BIKE_02.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_ON_FOOT_01.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK/SUSPECT_IS_ON_FOOT_02.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK_02 LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/CALL_IN_PURSUIT_02.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_IN_CAR_01.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_IN_CAR_02.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_ON_BIKE_01.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_ON_BIKE_02.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_ON_FOOT_01.wav LCPDFR/Audio/Speech/M_Y_COP_BLACK_02/SUSPECT_IS_ON_FOOT_02.wav LCPDFR/Audio/Speech/M_Y_COP_HISPANIC
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LCPDFR/Audio/Speech/M_Y_COP_HISPANIC/ARREST_PLAYER_01.wav LCPDFR/Audio/Speech/M_Y_COP_HISPANIC/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_COP_HISPANIC/CALL_IN_PURSUIT_02.wav LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK/ARREST_PLAYER_01.wav LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK/ARREST_PLAYER_02.wav LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK/ARREST_PLAYER_03.wav LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_BLACK/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_HISPANIC LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_HISPANIC/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_HISPANIC/CALL_IN_PURSUIT_02.wav LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_WHITE LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_WHITE/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_WHITE/CALL_IN_PURSUIT_02.wav LCPDFR/Audio/Speech/M_Y_COP_TRAFFIC_WHITE/CALL_IN_PURSUIT_03.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE LCPDFR/Audio/Speech/M_Y_COP_WHITE/ARREST_PLAYER_03.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_02.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_03.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_04.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/CALL_IN_PURSUIT_05.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/OFFICER_DOWN_01.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/OFFICER_DOWN_03.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/REQUEST_BACKUP_01.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/REQUEST_BACKUP_02.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/REQUEST_BACKUP_03.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_IN_CAR_01.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_IN_CAR_02.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_ON_BIKE_01.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_ON_BIKE_02.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_ON_FOOT_01.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE/SUSPECT_IS_ON_FOOT_02.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE_02 LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/ARREST_PLAYER_01.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/ARREST_PLAYER_02.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/ARREST_PLAYER_03.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/CALL_IN_PURSUIT_02.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/CALL_IN_PURSUIT_03.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/OFFICER_DOWN_01.wav LCPDFR/Audio/Speech/M_Y_COP_WHITE_02/OFFICER_DOWN_03.wav LCPDFR/Audio/Speech/M_Y_FIB LCPDFR/Audio/Speech/M_Y_FIB/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_HELI_COP LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_DOWN_01.wav LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_DOWN_02.wav LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_SEES_SUSPECT_01.wav LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_SEES_SUSPECT_02.wav LCPDFR/Audio/Speech/M_Y_HELI_COP/HELICOPTER_SEES_SUSPECT_03.wav LCPDFR/Audio/Speech/M_Y_STROOPER_WHITE_01 LCPDFR/Audio/Speech/M_Y_STROOPER_WHITE_01/CALL_IN_PURSUIT_01.wav LCPDFR/Audio/Speech/M_Y_STROOPER_WHITE_01/CALL_IN_PURSUIT_02.wav LCPDFR/Audio/Speech/M_Y_SWAT_WHITE LCPDFR/Audio/Speech/M_Y_SWAT_WHITE/CALL_IN_PURSUIT_01.wav
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