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Implement director wide bgm
Warning: Not tested
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1 changed files with 8 additions and 1 deletions
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@ -396,7 +396,14 @@ void Core::InstanceContent::setCurrentBGM( uint16_t bgmIndex )
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{
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{
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m_currentBgm = bgmIndex;
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m_currentBgm = bgmIndex;
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// todo: actrl a1 does not override whatever is set with directorplayscene, need to figure out the magic behind it
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for (const auto& playerIt : m_playerMap)
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{
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auto player = playerIt.second;
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// note: retail do send a BGM_MUTE(1) first before any BGM transition, but YOLO in this case.
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// also do note that this code can't control the bgm granularly. (i.e. per player for WoD submap.) oops.
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// player->queuePacket(ActorControlPacket143(player->getId(), DirectorUpdate, getDirectorId(), 0x80000001, 1));
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player->queuePacket(ActorControlPacket143(player->getId(), DirectorUpdate, getDirectorId(), 0x80000001, bgmIndex));
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}
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}
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}
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uint16_t Core::InstanceContent::getCurrentBGM() const
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uint16_t Core::InstanceContent::getCurrentBGM() const
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