From 11f3bea1f865d21a048393eae4bfc7fad90cf03a Mon Sep 17 00:00:00 2001 From: Mittendrein Markus Date: Wed, 29 Jul 2015 21:33:56 +0200 Subject: Fixed fadeout to not start music for players who deactivated it. --- TemplePushing.c4s/Script.c | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/TemplePushing.c4s/Script.c b/TemplePushing.c4s/Script.c index 00c1bf6..2e54794 100644 --- a/TemplePushing.c4s/Script.c +++ b/TemplePushing.c4s/Script.c @@ -491,11 +491,16 @@ global func FxGameOverStart(object pTarget, int iEffectNumber) global func FxGameOverTimer(object pTarget, int iEffectNumber, int iEffectTime) { var sounds = EffectVar(0, pTarget, iEffectNumber); - if (iEffectTime <= 100 && ambienceEnabled) + if (iEffectTime <= 100/* && ambienceEnabled*/) { for(var sound in sounds) { SoundLevel(sound[0], sound[1]*(100 - iEffectTime)/100); + for(var i = 0; i < GetPlayerCount(); ++i) + { + var player = GetPlayerByIndex(i); + if (!WantsAmbienceSounds(player)) Sound(sound[0], true, 0, sound[1], player + 1, -1); + } } } else if((iEffectTime > 200) || (iEffectTime > 100 && !ambienceEnabled)) @@ -683,7 +688,7 @@ func CheckGameStatus() } } -func WantsAmbienceSounds(int player) +global func WantsAmbienceSounds(int player) { // Check if user already specified in the past if he wants to enable ambience sounds var preference = GetPlrExtraData(player, PlrData_EnableAmbienceSounds); -- cgit v1.2.3-54-g00ecf