mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 17:52:08 -10:00
I've tested this through compiling and through hand checking. Normalises line endings in ALL files to \n.
457 lines
11 KiB
C++
457 lines
11 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "gamesnd/gamesnd.h"
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#include "localization/localize.h"
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#include "species_defs/species_defs.h"
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#include "parse/parselo.h"
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int Num_game_sounds = 0;
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game_snd *Snds = NULL;
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int Num_iface_sounds = 0;
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game_snd *Snds_iface = NULL;
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int *Snds_iface_handle = NULL;
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#define GAME_SND 0
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#define IFACE_SND 1
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void gamesnd_add_sound_slot(int type, int num);
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void gamesnd_play_iface(int n)
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{
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if (Snds_iface_handle[n] >= 0)
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snd_stop(Snds_iface_handle[n]);
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Snds_iface_handle[n] = snd_play(&Snds_iface[n]);
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}
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//WMC - now ignores file extension.
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int gamesnd_get_by_name(char* name)
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{
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for(int i = 0; i < Num_game_sounds; i++)
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{
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char *p = strrchr( Snds[i].filename, '.' );
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if(p == NULL)
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{
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if(!stricmp(Snds[i].filename, name))
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{
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return i;
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}
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}
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else if(!strnicmp(Snds[i].filename, name, p-Snds[i].filename))
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{
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return i;
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}
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}
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return -1;
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}
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//Takes a tag, a sound index destination, and the object name being parsed
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//tag and object_name are mostly so that we can debug stuff
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//This also means you shouldn't use optional_string or required_string,
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//just make sure the destination sound index can handle -1 if things
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//don't work out.
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void parse_sound(char* tag, int *idx_dest, char* object_name)
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{
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char buf[MAX_FILENAME_LEN];
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int idx;
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if(optional_string(tag))
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{
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stuff_string(buf, F_NAME, MAX_FILENAME_LEN);
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idx = gamesnd_get_by_name(buf);
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if(idx != -1)
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(*idx_dest) = idx;
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else
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(*idx_dest) = atoi(buf);
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//Ensure sound is in range
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if((*idx_dest) < -1 || (*idx_dest) >= Num_game_sounds)
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{
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Warning(LOCATION, "%s sound index out of range on '%s'. Must be between 0 and %d. Forcing to -1 (Nonexistant sound).\n", tag, object_name, Num_game_sounds);
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}
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}
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}
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// load in sounds that we expect will get played
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//
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// The method currently used is to load all those sounds that have the hardware flag
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// set. This works well since we don't want to try and load hardware sounds in on the
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// fly (too slow).
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void gamesnd_preload_common_sounds()
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{
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int i;
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game_snd *gs;
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if ( !Sound_enabled )
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return;
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for ( i = 0; i < Num_game_sounds; i++ ) {
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gs = &Snds[i];
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if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) {
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if ( gs->preload ) {
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game_busy( NOX("** preloading common game sounds **") ); // Animate loading cursor... does nothing if loading screen not active.
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gs->id = snd_load(gs);
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}
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}
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_load_gameplay_sounds()
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//
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// Load the ingame sounds into memory
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//
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void gamesnd_load_gameplay_sounds()
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{
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int i;
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game_snd *gs;
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if ( !Sound_enabled )
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return;
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for ( i = 0; i < Num_game_sounds; i++ ) {
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gs = &Snds[i];
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if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) {
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if ( !gs->preload ) { // don't try to load anything that's already preloaded
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game_busy( NOX("** preloading gameplay sounds **") ); // Animate loading cursor... does nothing if loading screen not active.
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gs->id = snd_load(gs);
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}
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}
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_unload_gameplay_sounds()
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//
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// Unload the ingame sounds from memory
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//
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void gamesnd_unload_gameplay_sounds()
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{
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int i;
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game_snd *gs;
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for ( i = 0; i < Num_game_sounds; i++ ) {
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gs = &Snds[i];
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if ( gs->id != -1 ) {
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snd_unload( gs->id );
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gs->id = -1;
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}
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_load_interface_sounds()
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//
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// Load the interface sounds into memory
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//
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void gamesnd_load_interface_sounds()
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{
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int i;
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game_snd *gs;
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if ( !Sound_enabled )
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return;
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for ( i = 0; i < Num_iface_sounds; i++ ) {
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gs = &Snds_iface[i];
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if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) {
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gs->id = snd_load(gs);
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}
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_unload_interface_sounds()
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//
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// Unload the interface sounds from memory
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//
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void gamesnd_unload_interface_sounds()
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{
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int i;
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game_snd *gs;
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for ( i = 0; i < Num_iface_sounds; i++ ) {
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gs = &Snds_iface[i];
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if ( gs->id != -1 ) {
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snd_unload( gs->id );
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gs->id = -1;
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gs->id_sig = -1;
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}
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}
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_parse_line()
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//
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// Parse a sound effect line
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//
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void gamesnd_parse_line(game_snd *gs, char *tag)
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{
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int is_3d;
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required_string(tag);
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stuff_int(&gs->sig);
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stuff_string(gs->filename, F_NAME, MAX_FILENAME_LEN, ",");
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if ( !stricmp(gs->filename,NOX("empty")) ) {
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gs->filename[0] = 0;
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advance_to_eoln(NULL);
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return;
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}
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Mp++;
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stuff_int(&gs->preload);
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stuff_float(&gs->default_volume);
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stuff_int(&is_3d);
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if ( is_3d ) {
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gs->flags |= GAME_SND_USE_DS3D;
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stuff_int(&gs->min);
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stuff_int(&gs->max);
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} else {
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gs->min = 0;
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gs->max = 0;
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}
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advance_to_eoln(NULL);
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_parse_soundstbl() will parse the sounds.tbl file, and load the specified sounds.
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//
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//
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void gamesnd_parse_soundstbl()
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{
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int rval;
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int num_game_sounds = 0;
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int num_iface_sounds = 0;
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int i;
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char cstrtemp[NAME_LENGTH+3];
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char *missing_species_names = NULL;
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ubyte *missing_species = NULL;
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int sanity_check = 0;
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gamesnd_init_sounds();
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// open localization
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lcl_ext_open();
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if ((rval = setjmp(parse_abort)) != 0) {
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mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", "sounds.tbl", rval));
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lcl_ext_close();
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return;
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}
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read_file_text("sounds.tbl", CF_TYPE_TABLES);
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reset_parse();
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// Parse the gameplay sounds section
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required_string("#Game Sounds Start");
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while (required_string_either("#Game Sounds End","$Name:")) {
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Assert( num_game_sounds < Num_game_sounds);
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gamesnd_parse_line( &Snds[num_game_sounds], "$Name:" );
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num_game_sounds++;
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gamesnd_add_sound_slot( GAME_SND, num_game_sounds );
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}
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required_string("#Game Sounds End");
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// Parse the interface sounds section
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required_string("#Interface Sounds Start");
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while (required_string_either("#Interface Sounds End","$Name:")) {
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Assert( num_iface_sounds < Num_iface_sounds);
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gamesnd_parse_line(&Snds_iface[num_iface_sounds], "$Name:");
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num_iface_sounds++;
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gamesnd_add_sound_slot( IFACE_SND, num_iface_sounds );
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}
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required_string("#Interface Sounds End");
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// parse flyby sound section
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required_string("#Flyby Sounds Start");
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missing_species_names = new char[Species_info.size() * (NAME_LENGTH+2)];
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missing_species = new ubyte[Species_info.size()];
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memset( missing_species_names, 0, Species_info.size() * (NAME_LENGTH+2) );
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memset( missing_species, 1, Species_info.size() ); // assume they are all missing
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while ( !check_for_string("#Flyby Sounds End") && (sanity_check <= (int)Species_info.size()) )
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{
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for (i = 0; i < (int)Species_info.size(); i++) {
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species_info *species = &Species_info[i];
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sprintf(cstrtemp, "$%s:", species->species_name);
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if ( check_for_string(cstrtemp) ) {
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gamesnd_parse_line(&species->snd_flyby_fighter, cstrtemp);
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gamesnd_parse_line(&species->snd_flyby_bomber, cstrtemp);
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missing_species[i] = 0;
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sanity_check--;
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} else {
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sanity_check++;
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}
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}
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}
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// if we are missing any species then report it
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for (i = 0; i < (int)Species_info.size(); i++) {
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if ( missing_species[i] ) {
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strcat(missing_species_names, Species_info[i].species_name);
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strcat(missing_species_names, "\n");
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}
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}
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if ( strlen(missing_species_names) ) {
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Error( LOCATION, "The following species are missing flyby sounds in sounds.tbl:\n%s", missing_species_names );
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}
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delete[] missing_species_names;
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delete[] missing_species;
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required_string("#Flyby Sounds End");
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// close localization
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lcl_ext_close();
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_init_struct()
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//
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void gamesnd_init_struct(game_snd *gs)
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{
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gs->filename[0] = 0;
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gs->id = -1;
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gs->id_sig = -1;
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// gs->is_3d = 0;
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// gs->use_ds3d = 0;
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gs->flags = 0;
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}
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// -------------------------------------------------------------------------------------------------
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// gamesnd_init_sounds() will initialize the Snds[] and Snds_iface[] arrays
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//
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void gamesnd_init_sounds()
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{
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int i;
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if (Snds == NULL) {
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Snds = (game_snd *) vm_malloc (sizeof(game_snd) * MIN_GAME_SOUNDS);
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Verify( Snds != NULL );
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Num_game_sounds = MIN_GAME_SOUNDS;
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}
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Assert( Num_game_sounds > 0 );
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// init the gameplay sounds
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for ( i = 0; i < Num_game_sounds; i++ ) {
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gamesnd_init_struct(&Snds[i]);
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}
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if (Snds_iface == NULL) {
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Snds_iface = (game_snd *) vm_malloc (sizeof(game_snd) * MIN_INTERFACE_SOUNDS);
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Verify( Snds_iface != NULL );
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Num_iface_sounds = MIN_INTERFACE_SOUNDS;
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Assert( Snds_iface_handle == NULL );
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Snds_iface_handle = (int *) vm_malloc (sizeof(int) * Num_iface_sounds);
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Verify( Snds_iface_handle != NULL );
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}
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Assert( Num_iface_sounds > 0 );
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// init the interface sounds
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for ( i = 0; i < Num_iface_sounds; i++ ) {
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gamesnd_init_struct(&Snds_iface[i]);
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Snds_iface_handle[i] = -1;
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}
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}
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// close out gamesnd, ONLY CALL FROM game_shutdown()!!!!
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void gamesnd_close()
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{
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if (Snds != NULL) {
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vm_free(Snds);
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Snds = NULL;
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}
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if (Snds_iface != NULL) {
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vm_free(Snds_iface);
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Snds_iface = NULL;
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}
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if (Snds_iface_handle != NULL) {
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vm_free(Snds_iface_handle);
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Snds_iface_handle = NULL;
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}
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}
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// callback function for the UI code to call when the mouse first goes over a button.
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void common_play_highlight_sound()
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{
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gamesnd_play_iface(SND_USER_OVER);
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}
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void gamesnd_play_error_beep()
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{
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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void gamesnd_add_sound_slot(int type, int num)
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{
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const int increase_by = 5;
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int i;
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switch (type) {
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case GAME_SND:
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{
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Assert( Snds != NULL );
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Assert( num < (Num_game_sounds + increase_by) );
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if (num >= Num_game_sounds) {
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Snds = (game_snd *) vm_realloc (Snds, sizeof(game_snd) * (Num_game_sounds + increase_by));
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Verify( Snds != NULL );
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Num_game_sounds += increase_by;
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// default all new entries
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for (i = (Num_game_sounds - increase_by); i < Num_game_sounds; i++) {
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gamesnd_init_struct(&Snds[i]);
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}
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}
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}
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break;
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case IFACE_SND:
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{
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Assert( Snds_iface != NULL );
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Assert( num < (Num_game_sounds + increase_by) );
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if (num >= Num_iface_sounds) {
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Snds_iface = (game_snd *) vm_realloc (Snds_iface, sizeof(game_snd) * (Num_iface_sounds + increase_by));
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Verify( Snds_iface != NULL );
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Num_iface_sounds += increase_by;
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Assert( Snds_iface_handle != NULL );
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Snds_iface_handle = (int *) vm_realloc (Snds_iface_handle, sizeof(int) * Num_iface_sounds);
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Verify( Snds_iface_handle != NULL );
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// default all new entries
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for (i = (Num_iface_sounds - increase_by); i < Num_iface_sounds; i++) {
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gamesnd_init_struct(&Snds_iface[i]);
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Snds_iface_handle[i] = -1;
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}
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}
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}
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break;
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default:
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Int3();
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}
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}
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