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Integrated CClientState into GameEngine class
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@ -158,7 +158,7 @@ void HeroMovementController::onTryMoveHero(const CGHeroInstance * hero, const Tr
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{
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auto removalSound = hero->getRemovalSound(CRandomGenerator::getDefault());
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if (removalSound)
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CCS->soundh->playSound(removalSound.value());
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ENGINE->sound().playSound(removalSound.value());
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}
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}
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@ -270,7 +270,7 @@ void HeroMovementController::endMove(const CGHeroInstance * hero)
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currentlyMovingHero = nullptr;
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stopMovementSound();
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adventureInt->onHeroChanged(hero);
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CCS->curh->show();
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ENGINE->cursor().show();
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}
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AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
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@ -309,10 +309,10 @@ void HeroMovementController::updateMovementSound(const CGHeroInstance * h, int3
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currentMovementSoundName = newSoundName;
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if(currentMovementSoundChannel != -1)
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CCS->soundh->stopSound(currentMovementSoundChannel);
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ENGINE->sound().stopSound(currentMovementSoundChannel);
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if(!currentMovementSoundName.empty())
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currentMovementSoundChannel = CCS->soundh->playSound(currentMovementSoundName, -1, true);
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currentMovementSoundChannel = ENGINE->sound().playSound(currentMovementSoundName, -1, true);
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else
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currentMovementSoundChannel = -1;
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}
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@ -321,7 +321,7 @@ void HeroMovementController::updateMovementSound(const CGHeroInstance * h, int3
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void HeroMovementController::stopMovementSound()
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{
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if(currentMovementSoundChannel != -1)
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CCS->soundh->stopSound(currentMovementSoundChannel);
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ENGINE->sound().stopSound(currentMovementSoundChannel);
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currentMovementSoundChannel = -1;
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currentMovementSoundName = AudioPath();
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}
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@ -344,7 +344,7 @@ void HeroMovementController::requestMovementStart(const CGHeroInstance * h, cons
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duringMovement = true;
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currentlyMovingHero = h;
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CCS->curh->hide();
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ENGINE->cursor().hide();
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sendMovementRequest(h, path);
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}
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