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Changed: #878 Fix typos in comments/code
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ecba804cea
commit
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7 changed files with 10 additions and 10 deletions
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@ -61,7 +61,7 @@ public:
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public:
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// For CMusicSoundManager. Mark the last time (in ms) this music was stoped, after a play. INT_MIN by default
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// For CMusicSoundManager. Mark the last time (in ms) this music was stopped, after a play. INT_MIN by default
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NLMISC::TTime LastStopTime;
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private:
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@ -27,7 +27,7 @@
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#include "nel/misc/debug.h"
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#include "unix_event_emitter.h"
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typedef void (*x11Proc)(NL3D::IDriver *drv, XEvent *e);
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typedef bool (*x11Proc)(NL3D::IDriver *drv, XEvent *e);
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namespace NLMISC {
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@ -98,7 +98,7 @@ void CMusicChannelFader::update()
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fader.Fade = false;
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fader.Playing = false;
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}
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else if (_MusicFader[i].XFadeVolume >= 1.f)
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else if (fader.XFadeVolume >= 1.f)
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{
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// fadein complete
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fader.Fade = false;
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@ -41,7 +41,7 @@ CMusicPlayer MusicPlayer;
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CMusicPlayer::CMusicPlayer ()
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{
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_CurrentSong = 0;
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_State = Stoped;
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_State = Stopped;
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}
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@ -54,7 +54,7 @@ void CMusicPlayer::playSongs (const std::vector<CSongs> &songs)
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// If pause, stop, else play will resume
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if (_State == Paused)
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_State = Stoped;
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_State = Stopped;
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play ();
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}
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@ -152,7 +152,7 @@ void CMusicPlayer::update ()
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else
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{
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SoundMngr->stopMusic(0);
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_State = Stoped;
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_State = Stopped;
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}
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}
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}
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@ -60,7 +60,7 @@ private:
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std::vector<CSongs> _Songs;
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// State
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enum TState { Stoped, Playing, Paused } _State;
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enum TState { Stopped, Playing, Paused } _State;
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};
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extern CMusicPlayer MusicPlayer;
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@ -97,7 +97,7 @@ namespace OUTPOSTENUMS
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OwnerGiveUp, // the owner guild gave up the outpost
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SquadKilled, // a defending squad was killed
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EventAisUp, // the ais of the outpost started (or we did)
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EventAisDown, // the ais of the outpost stoped
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EventAisDown, // the ais of the outpost stopped
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// AllSquadsKilled, // all defending squads were killed
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};
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@ -1838,7 +1838,7 @@ void CServerEditionModule::onMapConnectionAsked( NLNET::IModuleProxy * clientEdi
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{
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bool animationSessionExist = false;
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// If player reconnect after test mode the test mode is stoped
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// If player reconnect after test mode the test mode is stopped
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// Add charId connected in animation Module
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{
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std::vector<TCharId> connectedChars;
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@ -5589,7 +5589,7 @@ void CServerEditionModule::getTpContext(TCharId charId, std::string& tpCancelTex
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CEditionSession* session =getSession(sessionId);
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if (!session) { return; }
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// If player reconnect after test mode the test mode is stoped
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// If player reconnect after test mode the test mode is stopped
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// Add charId connected in animation Module
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bool animationSessionExist = false;
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{
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