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Only play certain sounds when soldier is visible or if there is player team member near:
- cow sounds - crow sounds - animation based sounds - lock n' load sound for gun - enter deep water sound git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9295 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1916,14 +1916,16 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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if ( Random( 100 ) < 10 )
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{
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// Play sound
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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else
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{
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// Play sound
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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}
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@@ -1937,21 +1939,24 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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if ( Random( 100 ) < 10 )
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{
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// Play sound
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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else
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{
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// Play sound
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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}
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else
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{
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// Play sound
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
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PlayJA2SampleFromFile( pAnimDef->zSoundFile, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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else
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@@ -2758,7 +2763,8 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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if ( usSoundID != 0 )
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{
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PlayJA2Sample( usSoundID, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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if (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE))
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PlayJA2Sample( usSoundID, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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}
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}
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}
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@@ -3347,7 +3353,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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break;
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case 778:
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if ( !pSoldier->bStealthMode )
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if (!pSoldier->bStealthMode && (pSoldier->bVisible == TRUE || TeamMemberNear(gbPlayerNum, pSoldier->sGridNo, TACTICAL_RANGE)))
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{
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PlaySoldierJA2Sample( pSoldier->ubID, ENTER_DEEP_WATER_1, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
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}
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