make damage type -> sound type DRY
And while I'm at it, resolve a TODO note and remove a bunch of unnecessary 0s
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@@ -77,7 +77,7 @@ bool run_trap(short pc_num,eTrapType trap_type,short trap_level,short diff) {
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for(short i = 0; i < num_hits; i++) {
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add_string_to_buf(" A knife flies out!");
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r1 = get_ran(2 + univ.town->difficulty / 14,1,10);
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damage_pc(disarmer,r1,eDamageType::WEAPON,eRace::UNKNOWN,0);
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damage_pc(disarmer,r1,eDamageType::WEAPON,eRace::UNKNOWN);
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}
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break;
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