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@ -119,7 +119,7 @@ bool EAX3ListenerInterpolate(LPEAXLISTENERPROPERTIES lpStart, LPEAXLISTENERPROPE
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if (lpStart->flReflectionsDelay == lpFinish->flReflectionsDelay)
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lpResult->flReflectionsDelay = lpStart->flReflectionsDelay;
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else
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lpResult->flReflectionsDelay = (float)exp( (log(lpStart->flReflectionsDelay+0.0001) * flInvRatio) + (log(lpFinish->flReflectionsDelay+0.0001) * flRatio) );
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lpResult->flReflectionsDelay = (float)exp( (log(lpStart->flReflectionsDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReflectionsDelay+0.0001f) * flRatio) );
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// Reflections Pan
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@ -155,7 +155,7 @@ bool EAX3ListenerInterpolate(LPEAXLISTENERPROPERTIES lpStart, LPEAXLISTENERPROPE
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if (lpStart->flReverbDelay == lpFinish->flReverbDelay)
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lpResult->flReverbDelay = lpStart->flReverbDelay;
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else
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lpResult->flReverbDelay = (float)exp( (log(lpStart->flReverbDelay+0.0001) * flInvRatio) + (log(lpFinish->flReverbDelay+0.0001) * flRatio) );
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lpResult->flReverbDelay = (float)exp( (log(lpStart->flReverbDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReverbDelay+0.0001f) * flRatio) );
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// Reverb Pan
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@ -354,7 +354,7 @@ void Clamp(EAXVECTOR *eaxVector)
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// Array of scenario names //
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//////////////////////////////////////////////////////
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char* EAX30_SCENARIO_NAMES[] =
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const char* EAX30_SCENARIO_NAMES[] =
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{
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"Castle",
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"Factory",
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@ -376,7 +376,7 @@ char* EAX30_SCENARIO_NAMES[] =
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// Array of standardised location names //
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//////////////////////////////////////////////////////
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char* EAX30_LOCATION_NAMES[] =
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const char* EAX30_LOCATION_NAMES[] =
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{
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"Hall",
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"Large Room",
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@ -410,7 +410,7 @@ EAXLISTENERPROPERTIES EAX30_STANDARD_PRESETS[EAX30_NUM_STANDARD_SCENARIOS][EAX30
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// Array of original environment names //
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//////////////////////////////////////////////////////
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char* EAX30_ORIGINAL_PRESET_NAMES[] =
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const char* EAX30_ORIGINAL_PRESET_NAMES[] =
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{
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"Generic",
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"Padded Cell",
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@ -480,7 +480,7 @@ EAXLISTENERPROPERTIES EAX30_ORIGINAL_PRESETS[] =
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// Array of sport environment names //
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//////////////////////////////////////////////////////
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char* EAX30_SPORTS_PRESET_NAMES[] =
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const char* EAX30_SPORTS_PRESET_NAMES[] =
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{
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"Empty Stadium",
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"Full Stadium",
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@ -512,7 +512,7 @@ EAXLISTENERPROPERTIES EAX30_SPORTS_PRESETS[] =
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// Array of prefab environment names //
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//////////////////////////////////////////////////////
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char* EAX30_PREFAB_PRESET_NAMES[] =
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const char* EAX30_PREFAB_PRESET_NAMES[] =
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{
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"Workshop",
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"School Room",
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@ -540,7 +540,7 @@ EAXLISTENERPROPERTIES EAX30_PREFAB_PRESETS[] =
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// Array of Domes & Pipes environment names //
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//////////////////////////////////////////////////////
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char* EAX30_DOMESNPIPES_PRESET_NAMES[] =
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const char* EAX30_DOMESNPIPES_PRESET_NAMES[] =
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{
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"Domed Tomb",
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"Saint Paul's Dome",
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@ -570,7 +570,7 @@ EAXLISTENERPROPERTIES EAX30_DOMESNPIPES_PRESETS[] =
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// Array of Outdoors environment names //
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//////////////////////////////////////////////////////
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char* EAX30_OUTDOORS_PRESET_NAMES[] =
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const char* EAX30_OUTDOORS_PRESET_NAMES[] =
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{
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"Backyard",
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"Rolling Plains",
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@ -598,7 +598,7 @@ EAXLISTENERPROPERTIES EAX30_OUTDOORS_PRESETS[] =
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// Array of Mood environment names //
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//////////////////////////////////////////////////////
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char* EAX30_MOOD_PRESET_NAMES[] =
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const char* EAX30_MOOD_PRESET_NAMES[] =
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{
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"Heaven",
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"Hell",
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@ -622,7 +622,7 @@ EAXLISTENERPROPERTIES EAX30_MOOD_PRESETS[] =
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// Array of driving environment names //
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//////////////////////////////////////////////////////
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char* EAX30_DRIVING_PRESET_NAMES[] =
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const char* EAX30_DRIVING_PRESET_NAMES[] =
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{
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"Race Commentator",
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"Pit Garage",
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@ -656,7 +656,7 @@ EAXLISTENERPROPERTIES EAX30_DRIVING_PRESETS[] =
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// Array of City environment names //
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//////////////////////////////////////////////////////
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char* EAX30_CITY_PRESET_NAMES[] =
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const char* EAX30_CITY_PRESET_NAMES[] =
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{
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"City Streets",
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"Subway",
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@ -686,7 +686,7 @@ EAXLISTENERPROPERTIES EAX30_CITY_PRESETS[] =
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// Array of Misc environment names //
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//////////////////////////////////////////////////////
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char* EAX30_MISC_PRESET_NAMES[] =
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const char* EAX30_MISC_PRESET_NAMES[] =
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{
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"Dusty Box Room",
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"Chapel",
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@ -372,7 +372,7 @@ EAX30_SCENARIO;
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// Array of scenario names //
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//////////////////////////////////////////////////////
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extern char* EAX30_SCENARIO_NAMES[];
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extern const char* EAX30_SCENARIO_NAMES[];
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//////////////////////////////////////////////////////
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// Standardised Locations enumerated //
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@ -402,7 +402,7 @@ EAX30_LOCATION;
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// Array of standardised location names //
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//////////////////////////////////////////////////////
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extern char* EAX30_LOCATION_NAMES[];
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extern const char* EAX30_LOCATION_NAMES[];
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//////////////////////////////////////////////////////
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// Number of effects in each scenario //
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@ -471,7 +471,7 @@ EAX30_ORIGINAL_PRESET_ENUMS;
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// Array of original environment names //
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//////////////////////////////////////////////////////
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extern char* EAX30_ORIGINAL_PRESET_NAMES[];
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extern const char* EAX30_ORIGINAL_PRESET_NAMES[];
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//////////////////////////////////////////////////////
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// Original effects matrix //
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@ -501,7 +501,7 @@ EAX30_SPORTS_PRESET_ENUMS;
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// Array of sport environment names //
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//////////////////////////////////////////////////////
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extern char* EAX30_SPORTS_PRESET_NAMES[];
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extern const char* EAX30_SPORTS_PRESET_NAMES[];
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//////////////////////////////////////////////////////
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// Sports effects matrix //
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@ -529,7 +529,7 @@ EAX30_PREFAB_PRESET_ENUMS;
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// Array of prefab environment names //
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//////////////////////////////////////////////////////
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char* EAX30_PREFAB_PRESET_NAMES[];
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extern const char* EAX30_PREFAB_PRESET_NAMES[];
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//////////////////////////////////////////////////////
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// Prefab effects matrix //
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@ -558,7 +558,7 @@ EAX30_DOMESNPIPES_PRESET_ENUMS;
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// Array of Domes & Pipes environment names //
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//////////////////////////////////////////////////////
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extern char* EAX30_DOMESNPIPES_PRESET_NAMES[];
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extern const char* EAX30_DOMESNPIPES_PRESET_NAMES[];
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//////////////////////////////////////////////////////
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// Domes & Pipes effects matrix //
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@ -586,7 +586,7 @@ EAX30_OUTDOORS_PRESET_ENUMS;
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// Array of Outdoors environment names //
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//////////////////////////////////////////////////////
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extern char* EAX30_OUTDOORS_PRESET_NAMES[];
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extern const char* EAX30_OUTDOORS_PRESET_NAMES[];
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//////////////////////////////////////////////////////
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// Outdoors effects matrix //
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@ -612,7 +612,7 @@ EAX30_MOOD_PRESET_ENUMS;
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// Array of Mood environment names //
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//////////////////////////////////////////////////////
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extern char* EAX30_MOOD_PRESET_NAMES[];
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extern const char* EAX30_MOOD_PRESET_NAMES[];
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//////////////////////////////////////////////////////
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// Mood effects matrix //
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@ -643,7 +643,7 @@ EAX30_DRIVING_PRESET_ENUMS;
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// Array of driving environment names //
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//////////////////////////////////////////////////////
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extern char* EAX30_DRIVING_PRESET_NAMES[];
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extern const char* EAX30_DRIVING_PRESET_NAMES[];
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//////////////////////////////////////////////////////
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// Driving effects matrix //
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@ -672,7 +672,7 @@ EAX30_CITY_PRESET_ENUMS;
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// Array of City environment names //
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//////////////////////////////////////////////////////
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extern char* EAX30_CITY_PRESET_NAMES[];
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extern const char* EAX30_CITY_PRESET_NAMES[];
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//////////////////////////////////////////////////////
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// City effects matrix //
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@ -699,7 +699,7 @@ EAX30_MISC_PRESET_ENUMS;
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// Array of Misc environment names //
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//////////////////////////////////////////////////////
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extern char* EAX30_MISC_PRESET_NAMES[];
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extern const char* EAX30_MISC_PRESET_NAMES[];
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//////////////////////////////////////////////////////
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// Misc effects matrix //
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