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hub / github.com/DescentDevelopers/Descent3 / GameProcessMusic

Function GameProcessMusic

Descent3/GameLoop.cpp:2687–2709  ·  view source on GitHub ↗

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2685}
2686
2687void GameProcessMusic() {
2688 // the last game state in the sequencer.
2689 extern tGameState Last_game_state;
2690
2691 if (Last_game_state == GAMESTATE_LVLSTART) {
2692 Game_music_info.started_level = true;
2693 } else {
2694 Game_music_info.started_level = false;
2695 }
2696
2697 // player_damaged set in damage.cpp DecreasePlayerShields.
2698
2699 if ((Players[Player_num].flags & PLAYER_FLAGS_DYING) || (Players[Player_num].flags & PLAYER_FLAGS_DEAD)) {
2700 Game_music_info.player_dead = true;
2701 } else {
2702 Game_music_info.player_dead = false;
2703 }
2704
2705 Game_music_info.n_hostiles = AI_NumHostileAlert;
2706 Game_music_info.frametime = Frametime;
2707
2708 D3MusicDoFrame(&Game_music_info);
2709}
2710
2711// variables for Frametime system
2712

Callers 2

GameFrameFunction · 0.85
CtlConfigUICBFunction · 0.85

Calls 1

D3MusicDoFrameFunction · 0.85

Tested by

no test coverage detected