Fixed underscore in sound effects
This commit is contained in:
@@ -497,7 +497,7 @@
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ClearMessage();
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DisableWindow();
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DrawScene( "bg_049", 400 );
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PlaySE( 4, "wa__025", 125, 64 );
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PlaySE( 4, "wa_025", 125, 64 );
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// 眼前に迫ったその巨体@……俺は「轢かれる」ッ?!?@
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OutputLine(NULL, " 眼前に迫ったその巨体。",
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@@ -574,7 +574,7 @@
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NULL, "The side mirror struck my shoulder, sending me spinning off through the air like a top, locked in my contorted position...!!", Line_Normal);
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ClearMessage();
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PlaySE( 4, "wa__005", 125, 64 );
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PlaySE( 4, "wa_005", 125, 64 );
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// ドッパーン!!!/
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OutputLine(NULL, " ドッパーン!!!",
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@@ -700,7 +700,7 @@
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa__026", 125, 64 );
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PlaySE( 4, "wa_026", 125, 64 );
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// 轢き逃げとかそういうのじゃなくて!s100……!sd今の車、!w1000……俺をはねようとしてたんじゃないのか…¥
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OutputLine(NULL, " 轢き逃げとかそういうのじゃなくて……",
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@@ -1349,7 +1349,7 @@
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NULL, "Amongst them I could make out Rika-chan and Satoko.", Line_Normal);
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ClearMessage();
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DisableWindow();
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PlaySE( 4, "wa__020", 125, 64 );
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PlaySE( 4, "wa_020", 125, 64 );
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PlayBGM( 1, "msysSa", 128, 0 );
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DrawBustshotWithFiltering( 1, "ri_se_de_a1", "left", 1, -160, 0, FALSE, 0, 0, 0, 0, 0, 0, 1300, TRUE );
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@@ -1647,7 +1647,7 @@
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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PlaySE( 4, "wa__015", 125, 64 );
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PlaySE( 4, "wa_015", 125, 64 );
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Wait( 800 );
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// …手ごたえは決して軽くない@
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@@ -1683,11 +1683,11 @@
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ClearMessage();
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DisableWindow();
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DrawBustshot( 5, "black", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 1000, TRUE );
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PlaySE( 4, "wa__015", 125, 64 );
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PlaySE( 4, "wa_015", 125, 64 );
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Wait( 800 );
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PlaySE( 4, "wa__015", 125, 64 );
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PlaySE( 4, "wa_015", 125, 64 );
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Wait( 800 );
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PlaySE( 4, "wa__015", 125, 64 );
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PlaySE( 4, "wa_015", 125, 64 );
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Wait( 800 );
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DrawBustshot( 1, "me_se_th_a1", -160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 0, 0, FALSE );
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DrawBustshot( 3, "re_se_bi_a1", 160, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 20, 0, FALSE );
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@@ -1858,7 +1858,7 @@
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PlaySE( 4, "wa__005", 125, 64 );
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PlaySE( 4, "wa_005", 125, 64 );
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ShakeScreenSx( 1, 1, );
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//「………くそッ!!@ 何笑ってんだよ、俺ッ!!!@
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@@ -1872,10 +1872,10 @@
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PlaySE( 4, "wa__005", 125, 64 );
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PlaySE( 4, "wa_005", 125, 64 );
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ShakeScreenSx( 1, 1, );
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Wait( 1000 );
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PlaySE( 4, "wa__005", 125, 64 );
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PlaySE( 4, "wa_005", 125, 64 );
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ShakeScreenSx( 1, 1, );
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// 何度も何度も地面を殴りつける@…その度にがつんがつんと伝わる振動が痛かった¥
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@@ -1963,7 +1963,7 @@
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OutputLine(NULL, "「…甘えるんじゃねえぇえぇええぇッ!!!!」",
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NULL, "\"...Stop being so sooooooft!!!!\"", Line_ContinueAfterTyping);
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PlaySE( 4, "wa__005", 125, 64 );
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PlaySE( 4, "wa_005", 125, 64 );
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ShakeScreenSx( 1, 0, );
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OutputLineAll(NULL, "", Line_WaitForInput);
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@@ -1984,7 +1984,7 @@
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PlaySE( 4, "wa__005", 125, 64 );
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PlaySE( 4, "wa_005", 125, 64 );
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ShakeScreenSx( 1, 1, );
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// 殴る@忘れろ@/
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@@ -1993,7 +1993,7 @@
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OutputLine(NULL, "忘れろ。",
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NULL, " Forget.", Line_WaitForInput);
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PlaySE( 4, "wa__005", 125, 64 );
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PlaySE( 4, "wa_005", 125, 64 );
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ShakeScreenSx( 1, 1, );
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//殴る@甘えるな@/
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@@ -2002,7 +2002,7 @@
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OutputLine(NULL, "甘えるな。",
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NULL, " Don't be soft.", Line_WaitForInput);
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PlaySE( 4, "wa__005", 125, 64 );
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PlaySE( 4, "wa_005", 125, 64 );
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ShakeScreenSx( 1, 1, );
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//殴る@敵を知れ@/
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@@ -2012,7 +2012,7 @@
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NULL, " Know your enemy.", Line_WaitForInput);
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PlaySE( 4, "wa__005", 125, 64 );
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PlaySE( 4, "wa_005", 125, 64 );
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ShakeScreenSx( 1, 1, );
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//殴る@殺されてたまるか@
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@@ -2021,7 +2021,7 @@
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OutputLine(NULL, "殺されてたまるか。",
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NULL, " Like hell I'd let them kill me.", Line_WaitForInput);
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PlaySE( 4, "wa__001", 125, 64 );
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PlaySE( 4, "wa_001", 125, 64 );
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OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
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@@ -2043,7 +2043,7 @@
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//■下校へ
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DisableWindow();
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PlaySE( 4, "wa__001", 125, 64 );
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PlaySE( 4, "wa_001", 125, 64 );
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SetValidityOfInput( FALSE );
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Wait( 1500 );
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SetValidityOfInput( TRUE );
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@@ -2279,7 +2279,7 @@
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ClearMessage();
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DisableWindow();
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PlaySE( 4, "wa__020", 125, 64 );
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PlaySE( 4, "wa_020", 125, 64 );
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DrawSceneWithMask( "black", "right", 0, 0, 200 );
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FadeOutBGM( 1, 1000, TRUE );
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@@ -2742,7 +2742,7 @@
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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PlaySE( 4, "wa__015", 125, 64 );
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PlaySE( 4, "wa_015", 125, 64 );
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// 俺は道を開けるとバットを乱暴に振り、レナに前を歩くよう促した@
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OutputLine(NULL, " 俺は道を開けるとバットを乱暴に振り、レナに前を歩くよう促した。",
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@@ -2819,7 +2819,7 @@
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OutputLineAll(NULL, "\n", Line_ContinueAfterTyping);
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PlaySE( 4, "wa__015", 125, 64 );
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PlaySE( 4, "wa_015", 125, 64 );
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// バットを振り、先を歩くよう改めて促す@
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OutputLine(NULL, " バットを振り、先を歩くよう改めて促す。",
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@@ -3304,7 +3304,7 @@
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ClearMessage();
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// FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa__022", 125, 64 );
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PlaySE( 4, "wa_022", 125, 64 );
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//「な、なんでバットまで同じなのッ?!?!@
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PlaySE(3, "S01/02/120200235", 256, 64);
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@@ -3440,7 +3440,7 @@
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NULL, "...Could it be...?", Line_Normal);
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ClearMessage();
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PlaySE( 4, "wa__023", 125, 64 );
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PlaySE( 4, "wa_023", 125, 64 );
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//"北条悟史"!w2000
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OutputLine(NULL, "“北条悟史”",
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@@ -3853,7 +3853,7 @@
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OutputLine(NULL, "「悟史くんはね、…",
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NULL, "\"Satoshi-kun, you see...", Line_ContinueAfterTyping);
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PlaySE( 4, "wa__023", 125, 64 );
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PlaySE( 4, "wa_023", 125, 64 );
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//"!s100転校!sd"しちゃったの。@
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