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authorTorbjörn Andersson2006-03-21 17:17:24 +0000
committerTorbjörn Andersson2006-03-21 17:17:24 +0000
commit0c0c41d495b35b44ab3b17b39649b5a09d9afc1a (patch)
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parent3586905f93ab27bd1274ee432ff24281f2fd14bd (diff)
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Implemented "sound triggers" so that the music does not stop shortly after
entering the castle. I hope this is a fair approximation of how the original worked. Of course, this led to a couple of more renamings: _unk5 -> _soundTrigger updateCallback54() -> update_setSoundTrigger() snd_setUnk5() -> snd_getSoundTrigger() (yes, "get") At the moment, the only known sound triggers are the ones in the castle. If an unknown trigger is set, the debugging messages will be really, really noisy. I don't know if I should consider this a bug or an extremely annoying feature. svn-id: r21396
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