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ProcessNoise: fixed incorrect noise terrain check.
Reverted r9259. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9274 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -51,7 +51,6 @@
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#endif
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BOOLEAN gfSetPerceivedDoorState = FALSE;
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extern BOOLEAN gfPlayerMercHeardNoise;
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BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
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@@ -1161,9 +1160,6 @@ BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *
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cnt++;
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};
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// sevenfm: reset code to detect heard noise
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gfPlayerMercHeardNoise = FALSE;
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if (pSoldier && pSoldier->ubDoorOpeningNoise > 0)
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{
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//shadooow: noise handling moved here so we can work with modified value of pSoldier->ubDoorOpeningNoise
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@@ -1284,11 +1280,8 @@ BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *
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uiSoundID = METAL_DOOR_OPEN;
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}
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if (pSoldier && pSoldier->bVisible == TRUE || gfPlayerMercHeardNoise)
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{
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// OK, We must know what sound to play, for now use same sound for all doors...
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PlayJA2Sample(uiSoundID, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 1, SoundDir(sGridNo));
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}
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// OK, We must know what sound to play, for now use same sound for all doors...
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PlayJA2Sample(uiSoundID, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 1, SoundDir(sGridNo));
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}
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if (((gWorldSectorX == gModSettings.ubInitialPOWSectorX && gWorldSectorY == gModSettings.ubInitialPOWSectorY) ||
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@@ -1414,11 +1407,8 @@ BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *
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uiSoundID = METAL_DOOR_CLOSE;
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}
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if (pSoldier && pSoldier->bVisible == TRUE || gfPlayerMercHeardNoise)
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{
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// OK, We must know what sound to play, for now use same sound for all doors...
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PlayJA2Sample(uiSoundID, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 1, SoundDir(sGridNo));
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}
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// OK, We must know what sound to play, for now use same sound for all doors...
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PlayJA2Sample(uiSoundID, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 1, SoundDir(sGridNo));
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}
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}
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