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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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+7
-10
@@ -5872,14 +5872,13 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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}
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else
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{
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if ( sZPos == 0 )
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{
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if (Water(sGridNo, bLevel))
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PlayJA2Sample(S_WATER_IMPACT1, RATE_11025, uiMissVolume, 1, SoundDir(sGridNo));
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else if ( sZPos == 0 )
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PlayJA2Sample( MISS_G2 , RATE_11025, 5, 1, SoundDir( sGridNo ) );
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}
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else
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{
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PlayJA2Sample( MISS_1 + Random(8), RATE_11025, 5, 1, SoundDir( sGridNo ) );
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}
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RemoveBullet( iBullet );
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}
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@@ -5915,14 +5914,12 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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if ( !fStopped || !DoSpecialEffectAmmoMiss( ubAttackerID, usWeaponIndex, sGridNo, sXPos, sYPos, sZPos, FALSE, TRUE, iBullet ) )
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{
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if ( sZPos == 0 )
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{
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if (Water(sGridNo, bLevel))
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PlayJA2Sample(S_WATER_IMPACT1, RATE_11025, uiMissVolume, 1, SoundDir(sGridNo));
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else if ( sZPos == 0 )
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PlayJA2Sample( MISS_G2 , RATE_11025, uiMissVolume, 1, SoundDir( sGridNo ) );
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}
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else
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{
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PlayJA2Sample( MISS_1 + Random(8), RATE_11025, uiMissVolume, 1, SoundDir( sGridNo ) );
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}
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// Default hit is the ground
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usMissTileIndex = FIRSTMISS1;
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