Adding the VICTORY_AND_DEFEAT_MUSIC macro...

...for use while we lack proper engine support for this, but not
wiring it into any scenarios (that's up to the campaign designers for
now).
This commit is contained in:
Jan Rietema 2008-03-03 19:02:18 +00:00
parent 5cb58bbc08
commit dde60a049a
2 changed files with 52 additions and 0 deletions

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@ -1,6 +1,10 @@
Version 1.5.0-svn:
* language and i18n:
* updated translations: Dutch, French, Galician, Japanese
* miscellaneous and bug fixes:
* added VICTORY_AND_DEFEAT_MUSIC macro - not wiring it in in trunk
content, in the hope that we get engine support for this soon, but it's
here to use in the meantime
Version 1.4:
* language and i18n:

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@ -230,6 +230,54 @@
[/event]
#enddef
#define VICTORY_AND_DEFEAT_MUSIC
# This wires the defeat and victory music into scenarios
[event]
name=victory
{RANDOM 0..1}
[if]
[variable]
name=random
greater_than=0
[/variable]
[then]
[music]
name=victory.ogg
play_once=yes
[/music]
[/then]
[else]
[music]
name=victory2.ogg
play_once=yes
[/music]
[/else]
[/if]
[/event]
[event]
name=defeat
{RANDOM 0..1}
[if]
[variable]
name=random
greater_than=0
[/variable]
[then]
[music]
name=defeat.ogg
play_once=yes
[/music]
[/then]
[else]
[music]
name=defeat2.ogg
play_once=yes
[/music]
[/else]
[/if]
[/event]
#enddef
# For some animations some units use a list of sounds, from which one is
# randomly picked every time, instead of a single sound. Here the most commonly
# used lists are wrapped inside macros.