additional Soundeffect, additional SoundAchievement
Also adds a macro SoundeffectEvenIfDeaf for a couple of proposed special cases where Deafness shouldn't factor in.
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@@ -626,6 +626,9 @@ init_sound_and_display_gamewindows(void)
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activate_chosen_soundlib();
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SoundAchievement(0, sa2_splashscreen, 0);
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/* ToDo: new splash screen invocation will go here */
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WIN_MESSAGE = create_nhwindow(NHW_MESSAGE);
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if (VIA_WINDOWPORT()) {
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status_initialize(0);
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@@ -2033,6 +2033,11 @@ static const struct soundeffect_automapping
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{ se_bone_rattle, "bone_rattle" },
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{ se_orc_grunt, "orc_grunt" },
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{ se_avian_screak, "avian_screak" },
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{ se_paranoid_confirmation, "paranoid_confirmation" },
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{ se_bars_whap, "bars_whap" },
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{ se_bars_flapp, "bars_flapp" },
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{ se_bars_clink, "bars_clink" },
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{ se_bars_clonk, "bars_clonk" },
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};
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static const char *semap_basenames[SIZE(se_mappings_init)];
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