mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+58
-57
@@ -36,7 +36,7 @@ INT8 bBattleModeSong;
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INT8 gbFadeSpeed = 1;
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CHAR8 *szMusicList[NUM_MUSIC]=
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CHAR8 *szMusicList[NUM_MUSIC]=
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{
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"MUSIC\\marimbad 2.wav",
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"MUSIC\\menumix1.wav",
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@@ -56,7 +56,7 @@ CHAR8 *szMusicList[NUM_MUSIC]=
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};
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BOOLEAN gfForceMusicToTense = FALSE;
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BOOLEAN gfDontRestartSong = FALSE;
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BOOLEAN gfDontRestartSong = FALSE;
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BOOLEAN StartMusicBasedOnMode( );
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void DoneFadeOutDueToEndMusic( void );
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@@ -65,25 +65,25 @@ extern void HandleEndDemoInCreatureLevel( );
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BOOLEAN NoEnemiesInSight( )
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{
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE *pSoldier;
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INT32 cnt;
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// Loop through our guys
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// End the turn of player charactors
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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{
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if ( pSoldier->bActive && pSoldier->bLife >= OKLIFE )
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++ )
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{
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if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
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{
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if ( pSoldier->bOppCnt != 0 )
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if ( pSoldier->aiData.bOppCnt != 0 )
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{
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return( FALSE );
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return( FALSE );
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}
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}
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}
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return( TRUE );
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}
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@@ -100,18 +100,18 @@ void MusicStopCallback( void *pData );
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BOOLEAN MusicPlay(UINT32 uiNum)
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{
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// WANNE: We want music in windowed mode
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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// return FALSE;
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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//return FALSE;
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SOUNDPARMS spParms;
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SOUNDPARMS spParms;
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if(fMusicPlaying)
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MusicStop();
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memset(&spParms, 0xff, sizeof(SOUNDPARMS));
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spParms.uiPriority=PRIORITY_MAX;
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spParms.uiVolume=0;
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spParms.uiLoop=1; // Lesh: only 1 line added
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spParms.uiLoop=1; // Lesh: only 1 line added
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spParms.EOSCallback = MusicStopCallback;
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@@ -121,7 +121,7 @@ BOOLEAN MusicPlay(UINT32 uiNum)
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if(uiMusicHandle!=SOUND_ERROR)
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{
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
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gfMusicEnded = FALSE;
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fMusicPlaying=TRUE;
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@@ -129,7 +129,7 @@ BOOLEAN MusicPlay(UINT32 uiNum)
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return(TRUE);
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}
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music PLay %d %d", uiMusicHandle, gubMusicMode ) );
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return(FALSE);
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}
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@@ -143,36 +143,36 @@ BOOLEAN MusicPlay(UINT32 uiNum)
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//********************************************************************************
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BOOLEAN MusicSetVolume(UINT32 uiVolume)
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{
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INT32 uiOldMusicVolume = uiMusicVolume;
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INT32 uiOldMusicVolume = uiMusicVolume;
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// WANNE: We want music in windowed mode
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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// return FALSE;
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// WANNE: We want music in windowed mode
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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//return FALSE;
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uiMusicVolume=__min(uiVolume, 127);
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uiMusicVolume=__min(uiVolume, 127);
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if(uiMusicHandle!=NO_SAMPLE)
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{
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// get volume and if 0 stop music!
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if ( uiMusicVolume == 0 )
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{
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gfDontRestartSong = TRUE;
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MusicStop( );
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return( TRUE );
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}
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// get volume and if 0 stop music!
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if ( uiMusicVolume == 0 )
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{
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gfDontRestartSong = TRUE;
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MusicStop( );
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return( TRUE );
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}
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SoundSetVolume(uiMusicHandle, uiMusicVolume);
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return(TRUE);
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}
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// If here, check if we need to re-start music
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// Have we re-started?
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if ( uiMusicVolume > 0 && uiOldMusicVolume == 0 )
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{
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StartMusicBasedOnMode( );
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}
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// If here, check if we need to re-start music
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// Have we re-started?
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if ( uiMusicVolume > 0 && uiOldMusicVolume == 0 )
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{
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StartMusicBasedOnMode( );
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}
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return(FALSE);
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}
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@@ -201,8 +201,8 @@ UINT32 MusicGetVolume(void)
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BOOLEAN MusicStop(void)
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{
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// WANNE: We want music in windowed mode
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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// return(FALSE);
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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// return(FALSE);
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if(uiMusicHandle!=NO_SAMPLE)
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@@ -269,8 +269,8 @@ BOOLEAN MusicPoll( BOOLEAN fForce )
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll");
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// WANNE: We want music in windowed mode
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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//return(TRUE);
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//if( 1==iScreenMode ) /* on Windowed mode, skip the music? was coded for WINDOWED_MODE that way...*/
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// return(TRUE);
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INT32 iVol;
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@@ -281,7 +281,7 @@ BOOLEAN MusicPoll( BOOLEAN fForce )
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: Handle Sound every sound overhead time");
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// Handle Sound every sound overhead time....
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if ( COUNTERDONE( MUSICOVERHEAD ) )
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if ( COUNTERDONE( MUSICOVERHEAD ) )
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: Reset counter");
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// Reset counter
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@@ -343,17 +343,17 @@ BOOLEAN MusicPoll( BOOLEAN fForce )
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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}
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}
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else
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else
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{
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if ( !gfDontRestartSong )
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"MusicPoll: don't restart song, StartMusicBasedOnMode");
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StartMusicBasedOnMode( );
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}
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}
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}
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gfMusicEnded = FALSE;
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gfDontRestartSong = FALSE;
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gfDontRestartSong = FALSE;
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}
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}
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@@ -370,10 +370,10 @@ BOOLEAN SetMusicMode( UINT8 ubMusicMode )
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// OK, check if we want to restore
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if ( ubMusicMode == MUSIC_RESTORE )
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{
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if ( bPreviousMode == MUSIC_TACTICAL_VICTORY || bPreviousMode == MUSIC_TACTICAL_DEATH )
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{
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bPreviousMode = MUSIC_TACTICAL_NOTHING;
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}
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if ( bPreviousMode == MUSIC_TACTICAL_VICTORY || bPreviousMode == MUSIC_TACTICAL_DEATH )
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{
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bPreviousMode = MUSIC_TACTICAL_NOTHING;
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}
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ubMusicMode = bPreviousMode;
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}
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@@ -382,19 +382,19 @@ BOOLEAN SetMusicMode( UINT8 ubMusicMode )
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// Save previous mode...
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bPreviousMode = gubOldMusicMode;
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}
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// if different, start a new music song
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if ( gubOldMusicMode != ubMusicMode )
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{
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// Set mode....
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gubMusicMode = ubMusicMode;
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music New Mode %d %d", uiMusicHandle, gubMusicMode ) );
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music New Mode %d %d", uiMusicHandle, gubMusicMode ) );
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gbVictorySongCount = 0;
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gbDeathSongCount = 0;
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if(uiMusicHandle!=NO_SAMPLE )
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if(uiMusicHandle!=NO_SAMPLE )
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{
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// Fade out old music
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MusicFadeOut( );
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@@ -435,7 +435,7 @@ BOOLEAN StartMusicBasedOnMode( )
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switch( gubMusicMode )
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{
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case MUSIC_MAIN_MENU:
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// ATE: Don't fade in
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// ATE: Don't fade in
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gbFadeSpeed = (INT8)uiMusicVolume;
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MusicPlay( MENUMIX_MUSIC );
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break;
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@@ -446,7 +446,7 @@ BOOLEAN StartMusicBasedOnMode( )
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break;
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case MUSIC_TACTICAL_NOTHING:
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// ATE: Don't fade in
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// ATE: Don't fade in
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gbFadeSpeed = (INT8)uiMusicVolume;
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if( gfUseCreatureMusic )
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{
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@@ -474,7 +474,7 @@ BOOLEAN StartMusicBasedOnMode( )
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break;
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case MUSIC_TACTICAL_BATTLE:
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// ATE: Don't fade in
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// ATE: Don't fade in
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gbFadeSpeed = (INT8)uiMusicVolume;
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if( gfUseCreatureMusic )
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{
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@@ -519,9 +519,9 @@ BOOLEAN StartMusicBasedOnMode( )
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void MusicStopCallback( void *pData )
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{
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music EndCallback %d %d", uiMusicHandle, gubMusicMode ) );
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Music EndCallback %d %d", uiMusicHandle, gubMusicMode ) );
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gfMusicEnded = TRUE;
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gfMusicEnded = TRUE;
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uiMusicHandle = NO_SAMPLE;
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//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Music EndCallback completed" );
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@@ -555,3 +555,4 @@ void DoneFadeOutDueToEndMusic( void )
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//SetPendingNewScreen( MAINMENU_SCREEN );
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}
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