All sounds are now only played if sound output is on (even the ping in network game). Audio is only initialized if it is enabled. Fixed double sounds in network games. Simplified fading out cards on fold.

This commit is contained in:
lotodore
2007-06-16 09:48:23 +00:00
parent af9f799b51
commit 5c63a12104
9 changed files with 26 additions and 52 deletions
-2
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@@ -102,8 +102,6 @@ void ServerGuiWrapper::logDealBoardCardsMsg(int roundID, int card1, int card2, i
void ServerGuiWrapper::logFlipHoleCardsMsg(std::string playerName, int card1, int card2, int cardsValueInt, std::string showHas) {}
void ServerGuiWrapper::logPlayerWinGame(std::string playerName, int gameID) {}
void ServerGuiWrapper::fadeOutHumanPlayerCards() {}
void ServerGuiWrapper::SignalNetClientConnect(int actionID) { if (myClientcb) myClientcb->SignalNetClientConnect(actionID); }
void ServerGuiWrapper::SignalNetClientGameInfo(int actionID) { if (myClientcb) myClientcb->SignalNetClientGameInfo(actionID); }
void ServerGuiWrapper::SignalNetClientError(int errorID, int osErrorID) { if (myClientcb) myClientcb->SignalNetClientError(errorID, osErrorID); }
-2
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@@ -86,8 +86,6 @@ public:
void logFlipHoleCardsMsg(std::string playerName, int card1, int card2, int cardsValueInt = -1, std::string showHas = "shows") ;
void logPlayerWinGame(std::string playerName, int gameID);
void fadeOutHumanPlayerCards();
void SignalNetClientConnect(int actionID);
void SignalNetClientGameInfo(int actionID);
void SignalNetClientError(int errorID, int osErrorID);