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Play TIMENT for mode attack intermission
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parent
ee064b5395
commit
6dc6bb63a7
5 changed files with 23 additions and 3 deletions
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@ -1984,7 +1984,7 @@ void G_Ticker(boolean run)
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musiccountdown--;
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musiccountdown--;
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if (musiccountdown == 1)
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if (musiccountdown == 1)
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{
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{
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Music_Play("intermission");
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Music_PlayIntermission();
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}
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}
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else if (musiccountdown == MUSIC_COUNTDOWN_MAX - K_TallyDelay())
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else if (musiccountdown == MUSIC_COUNTDOWN_MAX - K_TallyDelay())
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{
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{
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@ -216,6 +216,20 @@ void Music_Play(const char* id)
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}
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}
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}
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}
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void Music_PlayIntermission(void)
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{
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// why aren't the ATTACK_ enums declared alongside modeattacking?
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if (modeattacking != 0)
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{
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Music_Remap("intermission", "timent");
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}
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else
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{
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Music_Remap("intermission", "racent");
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}
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Music_Play("intermission");
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}
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void Music_DelayEnd(const char* id, tic_t duration)
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void Music_DelayEnd(const char* id, tic_t duration)
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{
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{
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Tune* tune = g_tunes.find(id);
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Tune* tune = g_tunes.find(id);
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@ -59,6 +59,10 @@ const char *Music_CurrentId(void);
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// back to the start.)
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// back to the start.)
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void Music_Play(const char *id);
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void Music_Play(const char *id);
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// Same as Music_Play, but a convenience for remapping intermission
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// based on game state.
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void Music_PlayIntermission(void);
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// Postpone the end of this tune until N tics from now. The
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// Postpone the end of this tune until N tics from now. The
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// tune should already be playing before calling this.
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// tune should already be playing before calling this.
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void Music_DelayEnd(const char *id, tic_t duration);
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void Music_DelayEnd(const char *id, tic_t duration);
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@ -1217,7 +1217,7 @@ void S_AttemptToRestoreMusic(void)
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}
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}
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// FALLTHRU
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// FALLTHRU
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case GS_INTERMISSION:
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case GS_INTERMISSION:
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Music_Play("intermission");
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Music_PlayIntermission();
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break;
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break;
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case GS_CEREMONY:
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case GS_CEREMONY:
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Music_Play("level");
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Music_Play("level");
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@ -2132,7 +2132,9 @@ void Y_StartIntermission(void)
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G_SetGamestate(GS_INTERMISSION);
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G_SetGamestate(GS_INTERMISSION);
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if (musiccountdown == 0)
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if (musiccountdown == 0)
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Music_Play("intermission");
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{
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Music_PlayIntermission();
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}
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S_ShowMusicCredit(); // Always call
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S_ShowMusicCredit(); // Always call
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