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Fixed sound effect when hero disappears
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parent
e9534603c2
commit
a491c11305
@ -1516,13 +1516,20 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
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void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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std::string handlerName = VLC->objtypeh->getObjectHandlerName(obj->ID);
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if (handlerName == "pickable") {
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waitWhileDialog();
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CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
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} else if ((handlerName == "monster") || (handlerName == "hero")) {
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waitWhileDialog();
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CCS->soundh->playSound(soundBase::KillFade);
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}
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if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
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{
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const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
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heroKilled(h);
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} else if (VLC->objtypeh->getObjectHandlerName(obj->ID) == "pickable") {
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waitWhileDialog();
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CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
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}
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}
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@ -3,6 +3,9 @@
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// Use some magic to keep the list of files and their code name in sync.
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#define VCMI_SOUND_LIST \
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/* Sounds for map actions */ \
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VCMI_SOUND_NAME(KillFade) VCMI_SOUND_FILE(KILLFADE.wav) /* hero or monster disappears */ \
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/* Other sounds (TODO: separate out the sounds for units, spells and the rest */ \
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VCMI_SOUND_NAME(AAGLAttack) VCMI_SOUND_FILE(AAGLATTK.wav) \
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VCMI_SOUND_NAME(AAGLDefend) VCMI_SOUND_FILE(AAGLDFND.wav) \
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VCMI_SOUND_NAME(AAGLKill) VCMI_SOUND_FILE(AAGLKILL.wav) \
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@ -515,7 +518,6 @@ VCMI_SOUND_NAME(ITRGKill) VCMI_SOUND_FILE(ITRGKILL.wav) \
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VCMI_SOUND_NAME(ITRGMove) VCMI_SOUND_FILE(ITRGMOVE.wav) \
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VCMI_SOUND_NAME(ITRGWNCE) VCMI_SOUND_FILE(ITRGWNCE.wav) \
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VCMI_SOUND_NAME(KEEPShot) VCMI_SOUND_FILE(KEEPSHOT.wav) \
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VCMI_SOUND_NAME(KillFADE) VCMI_SOUND_FILE(KILLFADE.wav) \
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VCMI_SOUND_NAME(LANDKill) VCMI_SOUND_FILE(LANDKILL.wav) \
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VCMI_SOUND_NAME(LANDMINE) VCMI_SOUND_FILE(LANDMINE.wav) \
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VCMI_SOUND_NAME(LCRSAttack) VCMI_SOUND_FILE(LCRSATTK.wav) \
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@ -1033,4 +1035,4 @@ public:
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};
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#undef VCMI_SOUND_NAME
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#undef VCMI_SOUND_FILE
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};
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};
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