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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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+1
-10
@@ -5784,8 +5784,6 @@ void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType
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// else if noiseMaker's NOBODY, no opplist changes or interrupts are possible
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}
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BOOLEAN gfPlayerMercHeardNoise = FALSE;
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void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
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{
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SOLDIERTYPE *pSoldier;
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@@ -5853,14 +5851,13 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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*/
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// if we have now somehow obtained a valid terrain type //shadooow: and it is not a noise from doors
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if (ubNoiseType != NOISE_CREAKING && ((ubSourceTerrType >= FLAT_GROUND) || (ubSourceTerrType <= DEEP_WATER)))
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if (ubNoiseType != NOISE_CREAKING && ubSourceTerrType >= FLAT_GROUND && ubSourceTerrType <= DEEP_WATER)
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{
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//NumMessage("Source Terrain Type = ",ubSourceTerrType);
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bCheckTerrain = TRUE;
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}
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// else give up trying to get terrain type, just assume sound isn't muffled
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// DETERMINE THE *PERCEIVED* SOURCE OF THE NOISE
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switch (ubNoiseType)
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{
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@@ -6022,12 +6019,6 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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// Can the listener hear noise of that volume given his circumstances?
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ubEffVolume = CalcEffVolume(pSoldier, sGridNo, bLevel, ubNoiseType, ubBaseVolume, bCheckTerrain, pSoldier->bOverTerrainType, ubSourceTerrType);
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// sevenfm: indicate that player team heard noise
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if (bTeam == gbPlayerNum && ubEffVolume > 0)
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{
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gfPlayerMercHeardNoise = TRUE;
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}
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// if a the noise maker is a person, not just NOBODY
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if (ubNoiseMaker < TOTAL_SOLDIERS)
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{
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