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Fix music playing when crepitus is present (#341)
UseCreatureMusic( HostileZombiesPresent() ); was overriding the music mode set in PrepareCreaturesForBattle() when encountering crepitus or being in the creature caves, resulting in regular tense and battle music being played.
This commit is contained in:
+42
-43
@@ -6664,7 +6664,7 @@ void ExitCombatMode( )
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// unused
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//gfForceMusicToTense = TRUE;
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UseCreatureMusic(HostileZombiesPresent());
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CheckForZombieMusic();
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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@@ -6706,63 +6706,62 @@ void ExitCombatMode( )
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}
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void SetEnemyPresence( )
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void SetEnemyPresence()
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{
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// We have an ememy present....
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence"));
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// We have an ememy present....
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence" ) );
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// Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet )
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if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector )
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{
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// If we have a guy selected, say quote!
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// For now, display ono status message
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ENEMY_IN_SECTOR_STR ] );
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// Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet )
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if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector )
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{
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// If we have a guy selected, say quote!
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// For now, display ono status message
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ENEMY_IN_SECTOR_STR] );
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// Change music modes..
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// Change music modes..
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// If we are just starting game, don't do this!
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// If we are just starting game, don't do this!
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#ifdef JA2UB
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//Ja25: no meanwhiles
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if ( !DidGameJustStart() )
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//Ja25: no meanwhiles
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if ( !DidGameJustStart() )
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#else
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if ( !DidGameJustStart() && !AreInMeanwhile( ) )
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if ( !DidGameJustStart() && !AreInMeanwhile() )
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#endif
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{
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{
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UseCreatureMusic(HostileZombiesPresent());
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CheckForZombieMusic();
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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GlobalSoundID = MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
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sniperwarning = FALSE;
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biggunwarning = FALSE;
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gogglewarning = FALSE;
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checkBonusMilitia = TRUE;
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// airstrikeavailable = TRUE;
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}
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else
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = true"));
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sniperwarning = TRUE;
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biggunwarning = TRUE;
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//gogglewarning = TRUE;
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// airstrikeavailable = FALSE;
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}
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = false" ) );
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sniperwarning = FALSE;
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biggunwarning = FALSE;
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gogglewarning = FALSE;
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checkBonusMilitia = TRUE;
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// airstrikeavailable = TRUE;
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}
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else
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = true" ) );
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sniperwarning = TRUE;
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biggunwarning = TRUE;
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//gogglewarning = TRUE;
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// airstrikeavailable = FALSE;
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}
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// Say quote...
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//SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
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// Say quote...
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//SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
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gTacticalStatus.fEnemyInSector = TRUE;
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gTacticalStatus.fEnemyInSector = TRUE;
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}
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}
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}
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@@ -7078,7 +7077,7 @@ BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
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// Begin tense music....
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// unused
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//gfForceMusicToTense = TRUE;
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UseCreatureMusic(HostileZombiesPresent());
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CheckForZombieMusic();
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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