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Allow separate enemy present & battle music for nighttime
Defaults to regular enemypresent and battle music if no nighttime music tracks are found
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@@ -8,6 +8,7 @@
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#include "strategicmap.h"
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#include "Overhead Types.h"
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#include <Game Clock.h>
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static UINT32 uiMusicHandle = NO_SAMPLE;
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static BOOLEAN fMusicPlaying = FALSE;
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@@ -140,6 +141,12 @@ void InitializeMusicLists()
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case MUSICLIST_TACTICAL_BATTLE:
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baseFilename = "MUSIC\\Battle_";
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break;
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case MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT:
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baseFilename = "MUSIC\\EnemyNight_";
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break;
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case MUSICLIST_TACTICAL_BATTLE_NIGHT:
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baseFilename = "MUSIC\\BattleNight_";
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break;
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case MUSICLIST_TACTICAL_VICTORY:
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baseFilename = "MUSIC\\Victory_";
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break;
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@@ -528,6 +535,10 @@ static BOOLEAN StartMusicBasedOnMode(void)
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{
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MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_CREEPY));
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}
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else if (NightTime() && MusicLists[MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT].size() > 0)
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{
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MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT));
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}
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else
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{
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MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_ENEMYPRESENT));
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@@ -541,6 +552,10 @@ static BOOLEAN StartMusicBasedOnMode(void)
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{
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MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_CREEPY_BATTLE));
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}
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else if (NightTime() && MusicLists[MUSICLIST_TACTICAL_BATTLE_NIGHT].size() > 0)
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{
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MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_BATTLE_NIGHT));
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}
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else
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{
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MusicPlay(PickRandomSongFromList(MUSICLIST_TACTICAL_BATTLE));
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@@ -28,6 +28,8 @@ enum NewMusicList
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MUSICLIST_TACTICAL_NOTHING,
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MUSICLIST_TACTICAL_ENEMYPRESENT,
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MUSICLIST_TACTICAL_BATTLE,
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MUSICLIST_TACTICAL_ENEMYPRESENT_NIGHT,
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MUSICLIST_TACTICAL_BATTLE_NIGHT,
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MUSICLIST_TACTICAL_VICTORY,
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MUSICLIST_TACTICAL_DEATH,
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MUSICLIST_TACTICAL_CREEPY,
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