forked from KolibriOS/kolibrios
9ae55df628
git-svn-id: svn://kolibrios.org@8547 a494cfbc-eb01-0410-851d-a64ba20cac60
298 lines
4.8 KiB
C++
Executable File
298 lines
4.8 KiB
C++
Executable File
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Created by the sound utility written by Dave Taylor.
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// Kept as a sample, DOOM2 sounds. Frozen.
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//
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//-----------------------------------------------------------------------------
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#ifndef __SOUNDS__
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#define __SOUNDS__
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//
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// SoundFX struct.
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//
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typedef struct sfxinfo_struct sfxinfo_t;
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struct sfxinfo_struct
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{
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// up to 6-character name
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char* name;
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// Sfx singularity (only one at a time)
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int singularity;
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// Sfx priority
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int priority;
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// referenced sound if a link
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sfxinfo_t* link;
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// pitch if a link
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int pitch;
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// volume if a link
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int volume;
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// sound data
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void* data;
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// this is checked every second to see if sound
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// can be thrown out (if 0, then decrement, if -1,
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// then throw out, if > 0, then it is in use)
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int usefulness;
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// lump number of sfx
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int lumpnum;
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};
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//
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// MusicInfo struct.
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//
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typedef struct
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{
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// up to 6-character name
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char* name;
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// lump number of music
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int lumpnum;
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// music data
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void* data;
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// music handle once registered
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int handle;
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} musicinfo_t;
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// the complete set of sound effects
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extern sfxinfo_t S_sfx[];
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// the complete set of music
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extern musicinfo_t S_music[];
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//
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// Identifiers for all music in game.
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//
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typedef enum
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{
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mus_None,
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mus_e1m1,
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mus_e1m2,
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mus_e1m3,
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mus_e1m4,
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mus_e1m5,
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mus_e1m6,
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mus_e1m7,
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mus_e1m8,
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mus_e1m9,
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mus_e2m1,
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mus_e2m2,
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mus_e2m3,
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mus_e2m4,
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mus_e2m5,
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mus_e2m6,
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mus_e2m7,
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mus_e2m8,
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mus_e2m9,
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mus_e3m1,
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mus_e3m2,
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mus_e3m3,
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mus_e3m4,
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mus_e3m5,
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mus_e3m6,
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mus_e3m7,
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mus_e3m8,
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mus_e3m9,
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mus_inter,
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mus_intro,
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mus_bunny,
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mus_victor,
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mus_introa,
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mus_runnin,
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mus_stalks,
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mus_countd,
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mus_betwee,
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mus_doom,
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mus_the_da,
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mus_shawn,
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mus_ddtblu,
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mus_in_cit,
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mus_dead,
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mus_stlks2,
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mus_theda2,
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mus_doom2,
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mus_ddtbl2,
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mus_runni2,
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mus_dead2,
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mus_stlks3,
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mus_romero,
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mus_shawn2,
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mus_messag,
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mus_count2,
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mus_ddtbl3,
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mus_ampie,
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mus_theda3,
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mus_adrian,
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mus_messg2,
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mus_romer2,
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mus_tense,
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mus_shawn3,
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mus_openin,
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mus_evil,
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mus_ultima,
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mus_read_m,
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mus_dm2ttl,
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mus_dm2int,
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NUMMUSIC
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} musicenum_t;
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//
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// Identifiers for all sfx in game.
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//
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typedef enum
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{
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sfx_None,
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sfx_pistol,
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sfx_shotgn,
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sfx_sgcock,
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sfx_dshtgn,
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sfx_dbopn,
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sfx_dbcls,
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sfx_dbload,
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sfx_plasma,
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sfx_bfg,
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sfx_sawup,
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sfx_sawidl,
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sfx_sawful,
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sfx_sawhit,
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sfx_rlaunc,
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sfx_rxplod,
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sfx_firsht,
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sfx_firxpl,
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sfx_pstart,
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sfx_pstop,
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sfx_doropn,
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sfx_dorcls,
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sfx_stnmov,
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sfx_swtchn,
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sfx_swtchx,
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sfx_plpain,
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sfx_dmpain,
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sfx_popain,
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sfx_vipain,
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sfx_mnpain,
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sfx_pepain,
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sfx_slop,
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sfx_itemup,
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sfx_wpnup,
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sfx_oof,
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sfx_telept,
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sfx_posit1,
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sfx_posit2,
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sfx_posit3,
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sfx_bgsit1,
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sfx_bgsit2,
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sfx_sgtsit,
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sfx_cacsit,
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sfx_brssit,
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sfx_cybsit,
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sfx_spisit,
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sfx_bspsit,
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sfx_kntsit,
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sfx_vilsit,
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sfx_mansit,
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sfx_pesit,
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sfx_sklatk,
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sfx_sgtatk,
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sfx_skepch,
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sfx_vilatk,
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sfx_claw,
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sfx_skeswg,
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sfx_pldeth,
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sfx_pdiehi,
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sfx_podth1,
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sfx_podth2,
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sfx_podth3,
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sfx_bgdth1,
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sfx_bgdth2,
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sfx_sgtdth,
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sfx_cacdth,
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sfx_skldth,
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sfx_brsdth,
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sfx_cybdth,
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sfx_spidth,
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sfx_bspdth,
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sfx_vildth,
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sfx_kntdth,
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sfx_pedth,
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sfx_skedth,
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sfx_posact,
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sfx_bgact,
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sfx_dmact,
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sfx_bspact,
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sfx_bspwlk,
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sfx_vilact,
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sfx_noway,
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sfx_barexp,
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sfx_punch,
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sfx_hoof,
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sfx_metal,
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sfx_chgun,
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sfx_tink,
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sfx_bdopn,
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sfx_bdcls,
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sfx_itmbk,
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sfx_flame,
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sfx_flamst,
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sfx_getpow,
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sfx_bospit,
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sfx_boscub,
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sfx_bossit,
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sfx_bospn,
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sfx_bosdth,
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sfx_manatk,
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sfx_mandth,
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sfx_sssit,
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sfx_ssdth,
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sfx_keenpn,
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sfx_keendt,
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sfx_skeact,
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sfx_skesit,
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sfx_skeatk,
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sfx_radio,
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NUMSFX
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} sfxenum_t;
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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