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- Disabled the new music externalization code from revision 6296 (by Jazz)
o The new music code is now surrounded by a define called NEWMUSIC o Jazz will rework the new music code in the future o For now we have the old music code back, which should fix the mentioned bugs -> Music in the main menu is starting again from beginning when going from preferences screen back to main menu screen -> The battle tracks can play only 5-15 second then they start from all over again -> The win music after tactical battle never run -> ... git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6381 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -2060,11 +2060,12 @@ void RenderAutoResolve()
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SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].bLastKnownEnemies = 0;
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SetThisSectorAsPlayerControlled( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0];
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if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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LogBattleResults( LOG_VICTORY );
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@@ -2085,11 +2086,12 @@ void RenderAutoResolve()
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}
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HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0];
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if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_DEATH );
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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@@ -2106,11 +2108,12 @@ void RenderAutoResolve()
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gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
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gsCiviliansEatenByMonsters = gpAR->ubAliveEnemies;
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}
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0];
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if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_DEATH );
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LogBattleResults( LOG_DEFEAT );
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@@ -1284,11 +1284,12 @@ BOOLEAN PrepareCreaturesForBattle()
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{ //creatures are attacking a town sector
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//gfUseCreatureMusic = TRUE;
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UseCreatureMusic(TRUE);
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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ubCreatureHabitat = MINE_EXIT;
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@@ -537,12 +537,16 @@ static int l_AnimMercPtsrusStrategicInsertionData (lua_State *L);
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static int l_SetMusicMode (lua_State *L);
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static int l_MusicPlay (lua_State *L);
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#ifdef NEWMUSIC
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static int l_MusicPlayId (lua_State *L);
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#endif
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static int l_MusicSetVolume (lua_State *L);
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static int l_MusicGetVolume (lua_State *L);
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#ifdef NEWMUSIC
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static int l_gAddMusic(lua_State *L);
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static int l_SetMusicID (lua_State *L);
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static int l_GetMusicID (lua_State *L);
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#endif
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//static int l_MusicStop (lua_State *L);
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//static int l_MusicFadeOut (lua_State *L);
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//static int l_MusicFadeIn (lua_State *L);
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@@ -809,8 +813,9 @@ BOOLEAN LuaInternalQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN
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static int l_GiveQuestRewardPoint(lua_State *L);
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BOOLEAN LuaExecuteStrategicEvent( UINT8 EventCallbackID, UINT32 uiTimeStamp, UINT32 uiTimeOffset, UINT8 ubEventType, UINT8 ubFlags, UINT32 EventParam, UINT32 Init);
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BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum);
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#ifdef NEWMUSIC
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BOOLEAN LetLuaMusicControl(UINT8 Init);
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#endif
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static int l_CurrentSquad (lua_State *L);
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static int l_SetgfTacticalTraversal (lua_State *L);
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static int l_GetgfTacticalTraversal (lua_State *L);
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@@ -1304,12 +1309,13 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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lua_register(L, "PlayJA2Sample", l_PlayJA2Sample);
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lua_register(L, "SetMusicMode", l_SetMusicMode );
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lua_register(L, "MusicPlay", l_MusicPlay );
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#ifdef NEWMUSIC
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lua_register(L, "MusicIdPlay", l_MusicPlayId );
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lua_register(L, "AddMusic", l_gAddMusic );
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lua_register(L, "SetMusicID", l_SetMusicID );
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lua_register(L, "GetMusicID", l_GetMusicID );
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#endif
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lua_register(L, "MusicSetVolume", l_MusicSetVolume );
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lua_register(L, "MusicGetVolume", l_MusicGetVolume );
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//lua_register(L, "MusicStop", l_MusicStop );
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@@ -1680,7 +1686,7 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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lua_register(L,"EnvEndRainStorm", l_EnvEndRainStorm);
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}
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#ifdef NEWMUSIC
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BOOLEAN LetLuaMusicControl(UINT8 Init)
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{
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const char* filename = "scripts\\Music.lua";
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@@ -1699,7 +1705,7 @@ BOOLEAN LetLuaMusicControl(UINT8 Init)
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return true;
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}
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#endif
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//------------------- intro -----------
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BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT32 iStringToUse )
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@@ -5448,7 +5454,7 @@ static int l_MusicSetVolume (lua_State *L)
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}
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return 0;
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}
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#ifdef NEWMUSIC
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static int l_SetMusicID (lua_State *L)
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{
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if ( lua_gettop(L) >= 4 )
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@@ -5608,18 +5614,22 @@ static int l_gAddMusic(lua_State *L)
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return 0;
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}
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#endif
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static int l_MusicPlay (lua_State *L)
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{
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if ( lua_gettop(L) >= 1 )
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{
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UINT32 uiNum = lua_tointeger(L,1);
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#ifdef NEWMUSIC
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MusicPlay( uiNum, MUSIC_OLD_TYPE, FALSE);
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#else
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MusicPlay( uiNum );
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#endif
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}
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return 0;
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}
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#ifdef NEWMUSIC
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static int l_MusicPlayId (lua_State *L)
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{
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if ( lua_gettop(L) >= 2 )
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@@ -5632,7 +5642,7 @@ static int l_MusicPlayId (lua_State *L)
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}
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return 0;
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}
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#endif
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static int l_SetMusicMode (lua_State *L)
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{
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if ( lua_gettop(L) >= 1 )
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@@ -872,11 +872,13 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ];
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if ( MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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#ifdef JA2UB
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@@ -963,11 +963,12 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating
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#ifdef ENABLE_ZOMBIES
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UseCreatureMusic(HostileZombiesPresent());
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#endif
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
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if( gfTacticalTraversal && pInitiatingBattleGroup == gpTacticalTraversalGroup ||
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@@ -2282,11 +2282,13 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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{
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// ATE; Fade FA.T....
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SetMusicFadeSpeed( 5 );
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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}
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@@ -4470,10 +4472,12 @@ void AllMercsHaveWalkedOffSector( )
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// ATE; Fade FAST....
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SetMusicFadeSpeed( 5 );
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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#endif
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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}
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}
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