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Fix 0.7 client flag sounds being duplicated when dummy is connected
Closed https://github.com/ddnet-insta/ddnet-insta/issues/127
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parent
60624d5599
commit
7192bbf397
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@ -620,10 +620,12 @@ void *CGameClient::TranslateGameMsg(int *pMsgId, CUnpacker *pUnpacker, int Conn)
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switch(GameMsgId)
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{
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case protocol7::GAMEMSG_CTF_DROP:
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m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_DROP);
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if(Conn == g_Config.m_ClDummy)
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m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_DROP);
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break;
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case protocol7::GAMEMSG_CTF_RETURN:
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m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_RETURN);
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if(Conn == g_Config.m_ClDummy)
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m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_RETURN);
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break;
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case protocol7::GAMEMSG_TEAM_ALL:
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{
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@ -650,7 +652,8 @@ void *CGameClient::TranslateGameMsg(int *pMsgId, CUnpacker *pUnpacker, int Conn)
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}
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break;
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case protocol7::GAMEMSG_CTF_GRAB:
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m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_GRAB_EN);
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if(Conn == g_Config.m_ClDummy)
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m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_GRAB_EN);
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break;
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case protocol7::GAMEMSG_GAME_PAUSED:
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{
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@ -660,7 +663,8 @@ void *CGameClient::TranslateGameMsg(int *pMsgId, CUnpacker *pUnpacker, int Conn)
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}
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break;
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case protocol7::GAMEMSG_CTF_CAPTURE:
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m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_CAPTURE);
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if(Conn == g_Config.m_ClDummy)
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m_Sounds.Enqueue(CSounds::CHN_GLOBAL, SOUND_CTF_CAPTURE);
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int ClientId = clamp(aParaI[1], 0, MAX_CLIENTS - 1);
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m_aStats[ClientId].m_FlagCaptures++;
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