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@@ -3,6 +3,9 @@
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// Use some magic to keep the list of files and their code name in sync.
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#define VCMI_SOUND_LIST \
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+/* Sounds for map actions */ \
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+VCMI_SOUND_NAME(KillFade) VCMI_SOUND_FILE(KILLFADE.wav) /* hero or monster disappears */ \
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+/* Other sounds (TODO: separate out the sounds for units, spells and the rest */ \
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VCMI_SOUND_NAME(AAGLAttack) VCMI_SOUND_FILE(AAGLATTK.wav) \
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VCMI_SOUND_NAME(AAGLDefend) VCMI_SOUND_FILE(AAGLDFND.wav) \
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VCMI_SOUND_NAME(AAGLKill) VCMI_SOUND_FILE(AAGLKILL.wav) \
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@@ -515,7 +518,6 @@ VCMI_SOUND_NAME(ITRGKill) VCMI_SOUND_FILE(ITRGKILL.wav) \
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VCMI_SOUND_NAME(ITRGMove) VCMI_SOUND_FILE(ITRGMOVE.wav) \
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VCMI_SOUND_NAME(ITRGWNCE) VCMI_SOUND_FILE(ITRGWNCE.wav) \
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VCMI_SOUND_NAME(KEEPShot) VCMI_SOUND_FILE(KEEPSHOT.wav) \
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-VCMI_SOUND_NAME(KillFADE) VCMI_SOUND_FILE(KILLFADE.wav) \
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VCMI_SOUND_NAME(LANDKill) VCMI_SOUND_FILE(LANDKILL.wav) \
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VCMI_SOUND_NAME(LANDMINE) VCMI_SOUND_FILE(LANDMINE.wav) \
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VCMI_SOUND_NAME(LCRSAttack) VCMI_SOUND_FILE(LCRSATTK.wav) \
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@@ -1033,4 +1035,4 @@ public:
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};
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#undef VCMI_SOUND_NAME
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#undef VCMI_SOUND_FILE
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-};
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+};
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