Where can I find NPC Init.lua values?

Where can I find all the different values for npc sounds in the init.lua in a custom npc class?
example: “ENT.attack1 = “mcleaners/cleaner_shooting_c.wav””
also how many of one can I have? I have 20 on one of them.

At least tell me how many of them I can have
[lua]ENT.alert1 = “mcleaners/cleaner_alert_A.wav”
ENT.alert2 = “mcleaners/cleaner_alert_B.wav”
ENT.alert3 = “mcleaners/cleaner_alert_C.wav”
ENT.alert3 = “mcleaners/cleaner_alert_D.wav”
ENT.alert3 = “mcleaners/cleaner_alert_E.wav”
ENT.alert3 = “mcleaners/cleaner_alert_F.wav”
ENT.alert3 = “mcleaners/cleaner_alert_G.wav”
ENT.alert3 = “mcleaners/cleaner_alert_H.wav”
ENT.alert3 = “mcleaners/cleaner_alert_I.wav”
ENT.alert3 = “mcleaners/cleaner_alert_J.wav”
ENT.alert3 = “mcleaners/cleaner_alert_K.wav”
ENT.idle1 = “mcleaners/cleaner_noise_D.wav”
ENT.idle2 = “mcleaners/cleaner_noise_E.wav”
ENT.idle3 = “mcleaners/cleaner_noise_F.wav”
ENT.idle4 = “mcleaners/cleaner_noise_G.wav”
ENT.idle5 = “mcleaners/cleaner_noise_H.wav”
ENT.idle6 = “mcleaners/cleaner_noise_J.wav”
ENT.idle7 = “mcleaners/cleaner_noise_I.wav”
ENT.idle8 = “mcleaners/cleaner_noise_K.wav”
ENT.idle9 = “mcleaners/cleaner_noise_L.wav”
ENT.idle10 = “mcleaners/cleaner_noise_M.wav”
ENT.idle11 = “mcleaners/cleaner_noise_N.wav”
ENT.idle12 = “mcleaners/cleaner_noise_O.wav”
ENT.idle13 = “mcleaners/cleaner_noise_P.wav”
ENT.idle14 = “mcleaners/cleaner_noise_Q.wav”
ENT.idle15 = “mcleaners/cleaner_noise_R.wav”
ENT.idle16 = “mcleaners/cleaner_noise_S.wav”
ENT.idle17 = “mcleaners/cleaner_noise_T.wav”
ENT.idle18 = “mcleaners/cleaner_noise_U.wav”
ENT.idle19 = “mcleaners/cleaner_noise_V.wav”
ENT.idle20 = “mcleaners/cleaner_noise_W.wav”
ENT.idle21 = “mcleaners/cleaner_noise_X.wav”
ENT.attack1 = “mcleaners/cleaner_shooting_c.wav”
ENT.attack2 = “mcleaners/cleaner_shooting_A.wav”
ENT.attack3 = “mcleaners/cleaner_shooting_B.wav”
ENT.attack4 = “mcleaners/cleaner_shooting_D.wav”
ENT.attack5 = “mcleaners/cleaner_shooting_E.wav”
ENT.attack6 = “mcleaners/cleaner_shooting_F.wav”
ENT.attack7 = “mcleaners/cleaner_shooting_G.wav”
ENT.attack8 = “mcleaners/cleaner_shooting_H.wav”
ENT.attack9 = “mcleaners/cleaner_shooting_I.wav”
ENT.attack10 = “mcleaners/cleaner_shooting_J.wav”
ENT.attack11 = “mcleaners/cleaner_shooting_K.wav”
ENT.attack12 = “mcleaners/cleaner_shooting_L.wav”
ENT.attack13 = “mcleaners/cleaner_shooting_M.wav”
ENT.die1 = “mcleaners/cleaner_randomdeath_A.wav”
ENT.die2 = “mcleaners/cleaner_randomdeath_B.wav”
ENT.die3 = “mcleaners/cleaner_randomdeath_C.wav”
ENT.die4 = “mcleaners/cleaner_randomdeath_D.wav”
ENT.die5 = “mcleaners/cleaner_randomdeath_E.wav”
ENT.die6 = “mcleaners/cleaner_randomdeath_F.wav”
ENT.die7 = “mcleaners/cleaner_randomdeath_G.wav”
ENT.die8 = “mcleaners/cleaner_randomdeath_H.wav”
ENT.die9 = “mcleaners/cleaner_randomdeath_I.wav”
ENT.die10 = “mcleaners/cleaner_randomdeath_J.wav”
ENT.die11 = “mcleaners/cleaner_randomdeath_K.wav”[/lua]

[lua]
function ENT:GetSounds(type)

local sounds = {}
local id = 1

while self[type..id] do

    table.insert(sounds,self[type..id])
end

return sounds

end
[/lua]

Pass the prefix as argument (ie “die”/“attack”/“idle”/“alert”)

What do I change in the code?

Currently the Npc’s play like the first few sounds on the list.

also are there ENT.'s for
burning hurt
burning death
falling death (likely not)
squad idle
squad found
grenade found
squad grenade found
throwing grenade
thing to say when target is hidden

thanks

Ehm, those are all just variables. Your NPC won’t magically play those sounds when hurt/killed/whatever, you have to do that yourself.