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// 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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