play ending screen sounds even if attract sound is set to "never"
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@@ -56,7 +56,7 @@ GameState::GameState()
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ReloadCharacters();
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ReloadCharacters();
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m_iNumTimesThroughAttract = -1; // initial screen will bump this up to 0
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m_iNumTimesThroughAttract = 0;
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/* Don't reset yet; let the first screen do it, so we can
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/* Don't reset yet; let the first screen do it, so we can
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* use PREFSMAN and THEME. */
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* use PREFSMAN and THEME. */
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@@ -1398,10 +1398,20 @@ bool GameState::OneIsHot() const
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bool GameState::IsTimeToPlayAttractSounds()
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bool GameState::IsTimeToPlayAttractSounds()
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{
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{
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if( PREFSMAN->m_iAttractSoundFrequency == 0 ) // never
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// always play attract sounds the first time through after a game over -
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// even if attract sounds are set to "never".
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if( m_iNumTimesThroughAttract==0 )
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return true;
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// 0 means "never play sound". Avoid a divide by 0 below.
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if( PREFSMAN->m_iAttractSoundFrequency == 0 )
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return false;
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return false;
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m_iNumTimesThroughAttract %= PREFSMAN->m_iAttractSoundFrequency;
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return m_iNumTimesThroughAttract==0;
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// play attract sounds once every m_iAttractSoundFrequency times through
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if( (m_iNumTimesThroughAttract % PREFSMAN->m_iAttractSoundFrequency)==0 )
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return true;
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return false;
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}
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}
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bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
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bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
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