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Restored ambient sounds functionality
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@ -136,21 +136,6 @@ bool CMapHandler::isInMap( const int3 & tile)
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return map->isInTheMap(tile);
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}
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std::vector<std::string> CMapHandler::getAmbientSounds(const int3 & tile)
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{
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std::vector<std::string> result;
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//for(auto & ttObj : ttiles[tile.z][tile.x][tile.y].objects)
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//{
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// if(ttObj.ambientSound)
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// result.push_back(ttObj.ambientSound.get());
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//}
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if(map->isCoastalTile(tile))
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result.emplace_back("LOOPOCEA");
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return result;
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}
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void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj)
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{
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for (auto * observer : observers)
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@ -28,17 +28,10 @@ VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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class CGHeroInstance;
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class CGBoat;
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class CMap;
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struct TerrainTile;
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class PlayerColor;
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VCMI_LIB_NAMESPACE_END
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struct SDL_Surface;
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class CAnimation;
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class IImage;
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class CMapHandler;
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class IMapObjectObserver;
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class CMapHandler
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@ -74,9 +67,6 @@ public:
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/// returns string description for terrain interaction
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std::string getTerrainDescr(const int3 & pos, bool rightClick) const;
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/// returns list of ambient sounds for specified tile
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std::vector<std::string> getAmbientSounds(const int3 & tile);
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/// determines if the map is ready to handle new hero movement (not available during fading animations)
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bool hasOngoingAnimations();
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