workers attack sounds and unorganic units death sounds from David Slimp
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036750d1a4
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1b64a8c79a
2 changed files with 20 additions and 9 deletions
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@ -496,6 +496,8 @@
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<LI>Fixed bug: Placement and removement of oil patch from David Slimp.
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<LI>Cleanup of video code.
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<LI>Fixed bug: Now starts if compiled without sound and with CCl.
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<LI>Fixed workers attack sounds and unorganic units death sounds from
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David Slimp.
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<LI>+++
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</UL>
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@ -1258,9 +1258,9 @@ Remap Remaps[]={
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{ "grunt-attack",
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"sword attack"},
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{ "peasant-attack",
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"fist"},
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"peasant attack"},
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{ "peon-attack",
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"fist"},
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"peasant attack"},
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{ "ballista-attack",
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"catapult-ballista attack"},
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{ "catapult-attack",
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@ -1351,13 +1351,13 @@ Remap Remaps[]={
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//{ "orc-cannon-tower-attack",
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//},
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{ "peon-with-gold-attack",
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"fist"},
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"peasant attack"},
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{ "peasant-with-gold-attack",
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"fist"},
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"peasant attack"},
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{ "peon-with-wood-attack",
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"fist"},
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"peasant attack"},
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{ "peasant-with-wood-attack",
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"fist"}
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"peasant attack"}
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// { "",
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// ""},
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};
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@ -1502,7 +1502,7 @@ global void MapUnitSounds(void) {
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int i;
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int nb;
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SoundId HumanHelp,HumanCityHelp,OrcHelp,OrcCityHelp;
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SoundId HumanDead,OrcDead,BuildingDestroyed,ShipSinking;
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SoundId HumanDead,OrcDead,BuildingDestroyed,ShipSinking,NonOrganicDead;
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if( SoundFildes!=-1 ) {
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SetSoundRange(SoundIdForName("tree chopping"),32);
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@ -1522,6 +1522,7 @@ global void MapUnitSounds(void) {
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OrcDead=SoundIdForName("basic orc voices dead");
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BuildingDestroyed=SoundIdForName("building destroyed");
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ShipSinking=SoundIdForName("ship sinking");
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NonOrganicDead=SoundIdForName("explosion");
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for(i=0;i<nb;i++) {
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UnitTypes[i].Sound.Selected.Sound=
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SoundIdForName(UnitTypes[i].Sound.Selected.Name);
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@ -1551,7 +1552,11 @@ global void MapUnitSounds(void) {
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if (UnitTypes[i].SeaUnit) {
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UnitTypes[i].Sound.Dead.Sound=ShipSinking;
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} else {
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UnitTypes[i].Sound.Dead.Sound=OrcDead;
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if (UnitTypes[i].Organic) {
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UnitTypes[i].Sound.Dead.Sound=OrcDead;
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} else {
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UnitTypes[i].Sound.Dead.Sound=NonOrganicDead;
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}
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}
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}
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} else {
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@ -1564,7 +1569,11 @@ global void MapUnitSounds(void) {
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if (UnitTypes[i].SeaUnit) {
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UnitTypes[i].Sound.Dead.Sound=ShipSinking;
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} else {
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UnitTypes[i].Sound.Dead.Sound=HumanDead;
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if (UnitTypes[i].Organic) {
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UnitTypes[i].Sound.Dead.Sound=HumanDead;
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} else {
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UnitTypes[i].Sound.Dead.Sound=NonOrganicDead;
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}
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}
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}
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}
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