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- manual reload play sound added
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@178 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+1
-1
@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
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#else
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#else
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//RELEASE BUILD VERSION
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//RELEASE BUILD VERSION
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INT16 zVersionLabel[256] = { L"Release v1.13.177" };
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INT16 zVersionLabel[256] = { L"Release v1.13.178" };
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#endif
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#endif
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+2
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@@ -43,7 +43,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.177_2006_06_06.exe"
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OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.178_2006_06_06.exe"
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LinkIncremental="2"
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LinkIncremental="2"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -546,7 +546,7 @@
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<Tool
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<Tool
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Name="VCLinkerTool"
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Name="VCLinkerTool"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.177_2006_06_06.exe"
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OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.178_2006_06_06.exe"
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LinkIncremental="1"
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LinkIncremental="1"
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SuppressStartupBanner="TRUE"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
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@@ -775,7 +775,7 @@ BOOLEAN ReadInWeaponStats(STR fileName)
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FilePrintf(hFile,"\t\t<sLocknLoadSound>%d</sLocknLoadSound>\r\n", Weapon[cnt].sLocknLoadSound);
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FilePrintf(hFile,"\t\t<sLocknLoadSound>%d</sLocknLoadSound>\r\n", Weapon[cnt].sLocknLoadSound);
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FilePrintf(hFile,"\t\t<bBurstAP>%d</bBurstAP>\r\n", Weapon[cnt].bBurstAP);
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FilePrintf(hFile,"\t\t<bBurstAP>%d</bBurstAP>\r\n", Weapon[cnt].bBurstAP);
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FilePrintf(hFile,"\t\t<bAutofireShotsPerFiveAP>%d</bAutofireShotsPerFiveAP>\r\n", Weapon[cnt].bAutofireShotsPerFiveAP);
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FilePrintf(hFile,"\t\t<bAutofireShotsPerFiveAP>%d</bAutofireShotsPerFiveAP>\r\n", Weapon[cnt].bAutofireShotsPerFiveAP);
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FilePrintf(hFile,"\t\t<APsToReloadManually>%d</APsToReloadManually>\r\n", Weapon[cnt].ManualReloadAPs);
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FilePrintf(hFile,"\t\t<APsToReloadManually>%d</APsToReloadManually>\r\n", Weapon[cnt].APsToReloadManually);
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FilePrintf(hFile,"\t\t<ManualReloadSound>%d</ManualReloadSound>\r\n", Weapon[cnt].ManualReloadSound);
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FilePrintf(hFile,"\t\t<ManualReloadSound>%d</ManualReloadSound>\r\n", Weapon[cnt].ManualReloadSound);
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FilePrintf(hFile,"\t</WEAPON>\r\n");
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FilePrintf(hFile,"\t</WEAPON>\r\n");
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}
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}
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@@ -94,5 +94,6 @@
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#include "Queen Command.h"
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#include "Queen Command.h"
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#include "Lighting.h"
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#include "Lighting.h"
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#include "environment.h"
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#include "environment.h"
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#include "Sound Control.h"
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#endif
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#endif
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@@ -1876,7 +1876,7 @@ INT8 TryToReload( SOLDIERTYPE * pSoldier )
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DeductPoints(pSoldier, Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually, 0);
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DeductPoints(pSoldier, Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually, 0);
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//PlayJA2Sample( Weapon[ Item[pObj->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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PlayJA2Sample( Weapon[ Item[pObj->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
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return TRUE;
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return TRUE;
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}
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}
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//</SB>
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//</SB>
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