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- don't play activation sound when not having a Holoduke powerup.
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@ -340,9 +340,9 @@ void hud_input(int snum)
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sprite[i].yvel = snum;
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sprite[i].extra = 0;
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FTA(QUOTE_HOLODUKE_ON, p);
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S_PlayActorSound(TELEPORTER, p->holoduke_on);
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}
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else FTA(QUOTE_HOLODUKE_NOT_FOUND, p);
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S_PlayActorSound(TELEPORTER, p->holoduke_on);
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}
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else
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