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Sounds for Roundqueue Board, which is what I've decided I'm calling the thing at the bottom of Intermission under roundqueue conditions now
- Landing sound when doing a hop (uses a Knuckles Chaotix sound, maybe temporary) - Meter fill sound when checking Rank for Sealed Star - Stopping early when Rank is too low (same sound as Landing, potentially temporary if someone gets inspired)
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3 changed files with 31 additions and 0 deletions
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@ -1102,6 +1102,7 @@ sfxinfo_t S_sfx[NUMSFX] =
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{"typri2", false, 64, 16, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // SA2 final boss-type typewriting
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{"eggspr", false, 64, 16, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // Sonic Unleashed Trap Spring
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{"achiev", false, 204, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Achievement"},
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{"gpmetr", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // End of a "Tutorial Teleport"
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{"endwrp", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // End of a "Tutorial Teleport"
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// SRB2Kart - Drop target sounds
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@ -1169,6 +1169,7 @@ typedef enum
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sfx_typri2,
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sfx_eggspr,
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sfx_achiev,
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sfx_gpmetr,
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sfx_endwrp,
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// SRB2Kart - Drop target sounds
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@ -1498,6 +1498,35 @@ void Y_Ticker(void)
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return;
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}
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// Animation sounds for roundqueue, see Y_RoundQueueDrawer
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if (roundqueue.size != 0
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&& roundqueue.position != 0
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&& (timer - 1) <= 2*TICRATE)
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{
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const INT32 through = ((2*TICRATE) - (timer - 1));
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if (data.showrank == true
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&& roundqueue.position == roundqueue.size-1)
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{
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// Handle special entry on the end
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if (through == data.linemeter && timer > 2)
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{
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S_StopSoundByID(NULL, sfx_gpmetr);
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S_StartSound(NULL, sfx_kc50);
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}
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else if (through == 0)
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{
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S_StartSound(NULL, sfx_gpmetr);
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}
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}
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else if (through == 9
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&& roundqueue.position < roundqueue.size)
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{
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// Impactful landing
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S_StartSound(NULL, sfx_kc50);
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}
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}
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if (intertic < TICRATE || endtic != -1)
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{
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return;
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