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- fixed sprite changing logic for developer commentaries and attenuate the music while commentaries are playing.
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2 changed files with 7 additions and 3 deletions
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@ -267,8 +267,8 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
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case DEVELOPERCOMMENTARY + 1: //Twentieth Anniversary World Tour
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if (switchtype == 1)
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{
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sprite[w].picnum--;
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StopCommentary();
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sprite[w].picnum = DEVELOPERCOMMENTARY;
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return true;
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}
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return false;
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@ -276,7 +276,7 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
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if (switchtype == 1)
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{
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if (StartCommentary(lotag, w))
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sprite[w].picnum++;
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sprite[w].picnum = DEVELOPERCOMMENTARY+1;
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return true;
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}
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return false;
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@ -43,6 +43,8 @@ source as it is released.
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#include "mapinfo.h"
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#include "raze_sound.h"
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#include "gamestate.h"
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#include "names_d.h"
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#include "i_music.h"
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CVAR(Bool, wt_forcemidi, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // quick hack to disable the oggs, which are of lower quality than playing the MIDIs with a good synth and sound font.
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CVAR(Bool, wt_forcevoc, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // The same for sound effects. The re-recordings are rather poor and disliked
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@ -88,7 +90,8 @@ public:
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{
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UnloadSound(schan->SoundID);
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currentCommentarySound = 0;
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sprite[currentCommentarySprite].picnum--;
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sprite[currentCommentarySprite].picnum = DEVELOPERCOMMENTARY;
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I_SetRelativeVolume(1.0f);
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}
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SoundEngine::SoundDone(schan);
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}
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@ -831,6 +834,7 @@ bool StartCommentary(int tag, int sprnum)
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soundEngine->StartSound(SOURCE_None, nullptr, nullptr, CHAN_VOICE, CHANF_UI | CHANF_TRANSIENT | CHANF_OVERLAP, id, 1.f, 0.f);
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currentCommentarySound = id;
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currentCommentarySprite = sprnum;
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I_SetRelativeVolume(0.25f);
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return true;
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}
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return false;
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