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Use sfx_s3k38
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@ -3065,7 +3065,7 @@ void P_MobjCheckWater(mobj_t *mobj)
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if (p && !p->waterskip &&
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p->curshield != KSHIELD_BUBBLE && wasinwater)
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{
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S_StartSound(mobj, sfx_gasp);
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S_StartSound(mobj, sfx_s3k38);
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}
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if (waterwasnotset)
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