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| author | oldmud0 <oldmud0@users.noreply.github.com> | 2020-07-04 12:17:53 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-07-04 12:17:53 -0500 |
| commit | 43419933e54c8ee22da7eb04630661bb10145b46 (patch) | |
| tree | 10d9e5a09a477f4e990669f2d10da0811ce5ad0d | |
| parent | 44a4a2d23ede7986212558e9cc53387d6f3a1dc9 (diff) | |
| parent | 6d4eb8774912ce81593e0503df3923d1bc6df699 (diff) | |
Merge pull request #175 from Crystalwarrior/feature/packet-music
More sensible music loop packet configuration
| -rw-r--r-- | src/courtroom.cpp | 16 |
1 files changed, 9 insertions, 7 deletions
diff --git a/src/courtroom.cpp b/src/courtroom.cpp index 7326948f..55b851e3 100644 --- a/src/courtroom.cpp +++ b/src/courtroom.cpp @@ -3010,13 +3010,17 @@ void Courtroom::handle_song(QStringList *p_contents) (f_song_clear.lastIndexOf("/") + 1)); int n_char = f_contents.at(1).toInt(); - bool looping = true; + //Assume the song doesn't loop unless told otherwise (due to most outdated servers handling looping through serverside) + bool looping = false; + //Channel 0 is the 'master music', other channels would commonly be used for ambience int channel = 0; + //No effects assumed by default - vanilla functionality int effect_flags = 0; + if (n_char < 0 || n_char >= char_list.size()) { int channel = 0; - if (p_contents->length() > 3 && p_contents->at(3) != "-1") - looping = false; + if (p_contents->length() > 3 && p_contents->at(3) == "1") + looping = true; if (p_contents->length() > 4) // eyyy we want to change this song's CHANNEL huh @@ -3042,10 +3046,8 @@ void Courtroom::handle_song(QStringList *p_contents) str_show = p_contents->at(2); } } - if (p_contents->length() > 3 && p_contents->at(3) != "-1") { - // I am really confused why "-1" is "loop this song" and why anything else - // passes as "don't loop" (if we even have this length) but alright - looping = false; + if (p_contents->length() > 3 && p_contents->at(3) == "1") { + looping = true; } if (p_contents->length() > 4) // eyyy we want to change this song's CHANNEL huh |
