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1. Feature - Spooky creature music now plays when zombies are present
2. Bugfix - CheckForFullStruct in Soldier Control.cpp was referencing NUMBEROFTILES instead of new global variable git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6181,6 +6181,7 @@ void ExitCombatMode( )
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// unused
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//gfForceMusicToTense = TRUE;
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UseCreatureMusic(HostileZombiesPresent());
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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BetweenTurnsVisibilityAdjustments();
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@@ -6239,6 +6240,7 @@ void SetEnemyPresence( )
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#endif
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{
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UseCreatureMusic(HostileZombiesPresent());
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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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@@ -6576,6 +6578,7 @@ 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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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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return( TRUE );
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@@ -9276,6 +9279,28 @@ BOOLEAN HostileBloodcatsPresent( void )
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return( FALSE );
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}
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BOOLEAN HostileZombiesPresent( void )
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{
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INT32 iLoop;
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SOLDIERTYPE * pSoldier;
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if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive == FALSE )
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{
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return( FALSE );
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}
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for ( iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; iLoop++ )
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{
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pSoldier = MercPtrs[ iLoop ];
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if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->IsZombie() )
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{
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return( TRUE );
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}
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}
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return( FALSE );
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}
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void HandleCreatureTenseQuote( )
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{
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