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Play different sound when object drops into water, depending on object weight and type.
Play S_WATER_IMPACT1 when bullet hits water. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9294 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -115,6 +115,7 @@ extern UINT8 gubInterruptProvoker;
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extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance );
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extern bool RemoveOneTurncoat( INT16 sSectorX, INT16 sSectorY, UINT8 aSoldierClass );
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extern void PlaySplashSound(INT32 sGridNo);
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// Animation code explanations!
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//
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@@ -3190,7 +3191,22 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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{
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if ( pSoldier->bVisible != -1 )
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{
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PlayJA2Sample( THROW_IMPACT_2, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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if (Water(pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel))
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{
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UINT16 usItem = pSoldier->pTempObject->usItem;
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INT32 sGridNo = pSoldier->aiData.sPendingActionData2;
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if (HasItemFlag(usItem, CORPSE))
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PlayJA2Sample(ENTER_DEEP_WATER_1, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 1, SoundDir(sGridNo));
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else if (Item[usItem].ubWeight > 10)
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PlayJA2Sample(ENTER_WATER_1, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 1, SoundDir(sGridNo));
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else
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PlaySplashSound(sGridNo);
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}
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else
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{
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PlayJA2Sample(THROW_IMPACT_2, RATE_11025, SoundVolume(MIDVOLUME, pSoldier->sGridNo), 1, SoundDir(pSoldier->sGridNo));
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}
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}
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AddItemToPool( pSoldier->aiData.sPendingActionData2, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
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