add a few missing Soundeffects to apply.c
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+2
-1
@@ -469,6 +469,7 @@ use_whistle(struct obj *obj)
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You_feel("rushing air tickle your %s.", body_part(NOSE));
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You_feel("rushing air tickle your %s.", body_part(NOSE));
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else
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else
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You(whistle_str, obj->cursed ? "shrill" : "high");
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You(whistle_str, obj->cursed ? "shrill" : "high");
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Soundeffect(se_shrill_whistle, 50);
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wake_nearby();
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wake_nearby();
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if (obj->cursed)
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if (obj->cursed)
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vault_summon_gd();
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vault_summon_gd();
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@@ -490,7 +491,7 @@ use_magic_whistle(struct obj *obj)
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Hallucination ? "normal"
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Hallucination ? "normal"
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: (Underwater && !Deaf) ? "strange, high-pitched"
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: (Underwater && !Deaf) ? "strange, high-pitched"
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: "strange");
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: "strange");
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Soundeffect(se_shrill_whistle, 80);
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magic_whistled(obj);
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magic_whistled(obj);
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}
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}
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}
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}
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