game: begin to use the get_terrain method, ...
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@@ -746,8 +746,9 @@ void move_sound(ter_num_t ter,short step){
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static bool on_swamp = false;
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eTerSpec spec;
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spec = univ.scenario.ter_types[ter].special;
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eStepSnd snd = univ.scenario.ter_types[ter].step_sound;
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auto const &terrain=univ.get_terrain(ter);
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spec = terrain.special;
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eStepSnd snd = terrain.step_sound;
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// if on swamp don't play squish sound : BoE legacy behavior, can be removed safely
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if(snd == eStepSnd::SPLASH && !flying() && univ.party.in_boat < 0){
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@@ -761,7 +762,7 @@ void move_sound(ter_num_t ter,short step){
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play_sound(48); //play boat sound
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} else if(!monsters_going && !is_combat() && (univ.party.in_horse >= 0)) {
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play_sound(85); //so play horse sound
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} else switch(univ.scenario.ter_types[ter].step_sound){
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} else switch(terrain.step_sound){
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case eStepSnd::SQUISH:
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play_sound(55);
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break;
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