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Don't play new building sound twice on auto-built buildings
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parent
029a5699c3
commit
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@ -628,7 +628,6 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
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switch(what)
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{
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case 1:
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CCS->soundh->playSound(soundBase::newBuilding);
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castleInt->addBuilding(buildingID);
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break;
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case 2:
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@ -1415,7 +1414,6 @@ void CPlayerInterface::newObject( const CGObjectInstance * obj )
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&& LOCPLINT->castleInt
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&& obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
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{
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CCS->soundh->playSound(soundBase::newBuilding);
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LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
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}
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}
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@ -24,6 +24,7 @@
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#include "../gui/Shortcut.h"
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#include "../gui/WindowHandler.h"
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#include "../media/IMusicPlayer.h"
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#include "../media/ISoundPlayer.h"
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#include "../widgets/MiscWidgets.h"
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#include "../widgets/CComponent.h"
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#include "../widgets/CGarrisonInt.h"
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@ -1435,6 +1436,9 @@ void CCastleInterface::townChange()
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void CCastleInterface::addBuilding(BuildingID bid)
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{
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if (town->getTown()->buildings.at(bid)->mode != CBuilding::BUILD_AUTO)
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CCS->soundh->playSound(soundBase::newBuilding);
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deactivate();
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builds->addBuilding(bid);
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recreateIcons();
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