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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
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@@ -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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