Fixed underscore in sound effects.
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@@ -299,7 +299,7 @@
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OutputLineAll(NULL, "\n\n", Line_ContinueAfterTyping);
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PlaySE( 4, "wa029", 128, 64 );
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PlaySE( 4, "wa_029", 128, 64 );
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//「越後屋。¥
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PlaySE(3, "S20/01/440100036", 128, 64);
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@@ -310,7 +310,7 @@
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DrawScene( "black", 1000 );
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FadeOutBGM( 1, 1000, TRUE );
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FadeOutBGM( 2, 1000, TRUE );
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PlaySE( 4, "wa020", 128, 64 );
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PlaySE( 4, "wa_020", 128, 64 );
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DrawSceneWithMask( "bg_108", "right", 0, 0, 200 );
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// やがてレナが教室に戻ってきた@
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@@ -432,15 +432,15 @@
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OutputLine(NULL, " こうなっては仕方ない! あとは5人入り乱れての大乱闘…!!!",
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NULL, "Since it's come to this, we have no choice! We'll just have a grand battle with five people...!", Line_ContinueAfterTyping);
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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Wait( 200 );
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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Wait( 200 );
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PlaySE( 4, "wa005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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ShakeScreen( 1, 50, 20, 2, 0, );
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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Wait( 200 );
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PlaySE( 4, "wa005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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ShakeScreen( 0, 50, 20, 2, 0, );
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OutputLineAll(NULL, "", Line_WaitForInput);
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@@ -448,17 +448,17 @@
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//setwindow 31,16,22,16,26,26,0,2,20,1,1,#ffffff,0,0,639,479
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DisableWindow();
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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Wait( 200 );
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PlaySE( 4, "wa008", 128, 64 );
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PlaySE( 4, "wa_008", 128, 64 );
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DrawScene( "black", 100 );
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DrawBustshot( 5, "Furiker_b", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE );
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PlaySE( 4, "wa005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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DrawScene( "black", 50 );
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DrawBustshot( 5, "Furiker_a", 0, 0, 0, FALSE, 0, 0, 0, 0, 0, 0, 0, 25, 50, TRUE );
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PlaySE( 4, "wa005", 128, 64 );
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PlaySE( 4, "wa_005", 128, 64 );
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DrawScene( "black", 100 );
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DrawSceneWithMask( "bg_108", "down", 0, 0, 1300 );
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//setwindow 31,16,22,16,26,26,0,2,20,1,1,#999999,0,0,639,479
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@@ -493,15 +493,15 @@
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OutputLine(NULL, "旅先でかぁいいものをチョロまかすから。」",
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NULL, "My destination is decided by where the kyute stuff gathers.\"", Line_ContinueAfterTyping);
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PlaySE( 4, "wa002", 128, 64 );
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PlaySE( 4, "wa_002", 128, 64 );
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Wait( 200 );
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PlaySE( 4, "wa002", 128, 64 );
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PlaySE( 4, "wa_002", 128, 64 );
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Wait( 200 );
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OutputLineAll(NULL, "", Line_WaitForInput);
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ClearMessage();
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PlaySE( 4, "wa001", 128, 64 );
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PlaySE( 4, "wa_001", 128, 64 );
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// 振鈴が休み時間の終わりを告げる¥
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OutputLine(NULL, " 振鈴が休み時間の終わりを告げる。",
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