Similar to the "SoundPlayed" event handler, a new event handler "SentencePlayed" should be introduced.
SentencePlayed: Triggered when the unit is uttering a sentence (e.g. status report; directly or over radio). The number param passed to the EH code points to the sentence origin:
2: Fuel Low
3: Ammo Low
5: Report Status
6: I'm under fire
7: One less
8: Is Down
...and more importantly also those inaccessible, yet very valuable sentences such as "Ready to fire!" or "Mine spotted!", which are probably hidden somewhere in the danger.fsm.
Additionally there should be the option to filter these sentences, by being able to swallow/absorb/prevent these sentences from being uttered (e.g. by returning boolean). This would complement the "enableSentences" command, which is/acts global.