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- SW: make ambients start properly.
This fell victim to some fudging code that was needed to avoid crashes with the original game loop. All that fudging could easily be removed now because nothing of it is needed anymore.
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commit
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3 changed files with 5 additions and 14 deletions
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@ -620,15 +620,6 @@ void GameInterface::NewGame(MapRecord *map, int skill)
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void GameInterface::Ticker(void)
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{
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if (SavegameLoaded)
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{
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InitLevelGlobals();
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SavegameLoaded = false;
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// contains what is needed from calls below
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if (snd_ambience)
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StartAmbientSound();
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}
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int i;
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TRAVERSE_CONNECT(i)
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{
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@ -66,6 +66,8 @@ TO DO
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//////////////////////////////////////////////////////////////////////////////
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*/
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void InitLevelGlobals(void);
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extern int lastUpdate;
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extern char SaveGameDescr[10][80];
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extern int PlayClock;
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@ -641,8 +643,6 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
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}
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extern bool SavegameLoaded;
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bool GameInterface::LoadGame(FSaveGameNode* sv)
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{
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MFILE_READ fil;
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@ -1075,7 +1075,7 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
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DoPlayerDivePalette(Player+myconnectindex);
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DoPlayerNightVisionPalette(Player+myconnectindex);
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SavegameLoaded = true;
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InitLevelGlobals();
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return true;
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}
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@ -280,9 +280,9 @@ void InitAmbient(int num, SPRITEp sp)
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void StartAmbientSound(void)
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{
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short i, nexti;
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int i, nexti;
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if (gamestate != GS_LEVEL || !SoundEnabled()) return; // Don't restart ambience if no level is active! Will crash game.
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if (!SoundEnabled()) return;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_AMBIENT], i, nexti)
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{
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