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ZVISION: Use correct virtual class type instead of MusicNode
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@ -103,7 +103,7 @@ ActionAttenuate::ActionAttenuate(ZVision *engine, int32 slotkey, const Common::S
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bool ActionAttenuate::execute() {
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ScriptingEffect *fx = _engine->getScriptManager()->getSideFX(_key);
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if (fx && fx->getType() == ScriptingEffect::SCRIPTING_EFFECT_AUDIO) {
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MusicNode *mus = (MusicNode *)fx;
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MusicNodeBASE *mus = (MusicNodeBASE *)fx;
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mus->setVolume(255 * (10000 - abs(_attenuation)) / 10000 );
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}
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return true;
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@ -154,7 +154,7 @@ bool ActionCrossfade::execute() {
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if (_keyOne) {
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ScriptingEffect *fx = _engine->getScriptManager()->getSideFX(_keyOne);
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if (fx && fx->getType() == ScriptingEffect::SCRIPTING_EFFECT_AUDIO) {
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MusicNode *mus = (MusicNode *)fx;
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MusicNodeBASE *mus = (MusicNodeBASE *)fx;
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if (_oneStartVolume >= 0)
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mus->setVolume((_oneStartVolume * 255) / 100);
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@ -165,7 +165,7 @@ bool ActionCrossfade::execute() {
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if (_keyTwo) {
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ScriptingEffect *fx = _engine->getScriptManager()->getSideFX(_keyTwo);
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if (fx && fx->getType() == ScriptingEffect::SCRIPTING_EFFECT_AUDIO) {
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MusicNode *mus = (MusicNode *)fx;
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MusicNodeBASE *mus = (MusicNodeBASE *)fx;
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if (_twoStartVolume >= 0)
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mus->setVolume((_twoStartVolume * 255) / 100);
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