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LOL: add workaround comment (at LordHoto's repeated insistence)
svn-id: r41105
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@ -278,6 +278,10 @@ void LoLEngine::placeMonster(MonsterInPlay *monster, uint16 x, uint16 y) {
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_levelBlockProperties[monster->block].direction = 5;
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checkSceneUpdateNeed(monster->block);
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// WORKAROUND: Some monsters in the white tower have sound id's of 0xff. This is definitely a bug, since the
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// last valid track number is 249 and there is no specific handling for 0xff. Nonetheless this wouldn't
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// cause problems in the original code, because it just so happens that the invalid memory address points
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// to an entry in _ingameGMSoundIndex which just so happens to have a value of -1
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if (monster->properties->sounds[0] == 0 || monster->properties->sounds[0] == 255 || cont == false)
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return;
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