Fix town entry sounds playing at scenario start and when using a stairway

This commit is contained in:
2015-06-20 21:18:20 -04:00
parent f8193a32e7
commit 2ddf38138a

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@@ -106,13 +106,11 @@ void start_town_mode(short which_town, short entry_dir) {
bool monsters_loaded = false,town_toast = false;
location loc;
unsigned short temp;
//bool play_town_sound = false;
bool play_town_sound = false;
if(town_force < 200)
which_town = town_force;
// else if(PSD[304][9] == 0) {
// play_town_sound = true;
// }
else play_town_sound = true;
former_town = town_number = which_town;
@@ -150,13 +148,12 @@ void start_town_mode(short which_town, short entry_dir) {
univ.town.num = town_number;
// if(play_town_sound) {
if(univ.town->lighting_type > 0)
play_sound(95);
else play_sound(16);
// }
if(play_town_sound) {
if(univ.town->lighting_type > 0)
play_sound(95);
else play_sound(16);
}
// TODO: This means cleared webs reappear, for example. Is that right?
univ.town.place_preset_fields();