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The mult_playSound() function makes absolutely no sense at all to me, so
I've changed it to something that doesn't trigger assertions in the Gobliiins demo intro. svn-id: r17907
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@ -545,11 +545,8 @@ void mult_initAll(void) {
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}
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void mult_playSound(Snd_SoundDesc * soundDesc, int16 repCount, int16 freq,
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int16 negFreq) {
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if (soundDesc->frequency == freq)
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snd_playSample(soundDesc, repCount, -negFreq);
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else
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snd_playSample(soundDesc, repCount, freq);
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int16 channel) {
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snd_playSample(soundDesc, repCount, freq);
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}
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char mult_drawStatics(char stop) {
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@ -170,8 +170,6 @@ extern int16 mult_sndSlotsCount;
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extern int16 mult_sndKeysCount;
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extern Mult_SndKey *mult_sndKeys;
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void mult_playSound(Snd_SoundDesc * soundDesc, int16 repCount, int16 freq,
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int16 negFreq);
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void mult_zeroMultData(void);
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void mult_loadMult(int16 resId);
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void mult_freeMultKeys(void);
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@ -186,7 +184,7 @@ void mult_interLoadMult(void);
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void mult_freeAll(void);
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void mult_initAll(void);
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void mult_playSound(Snd_SoundDesc * soundDesc, int16 repCount, int16 freq,
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int16 negFreq);
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int16 channel);
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void mult_playMult(int16 startFrame, int16 endFrame, char checkEscape,
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char handleMouse);
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void mult_zeroMultData(void);
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