DEADSOFTWARE

fmod -> sdl2 mixer, first part: we have music now; still no advanced stuff
[d2df-sdl.git] / src / game / g_game.pas
index 70dba84c6abbe6fe6663cf7058cb9ef4e8b0937d..9382a151881f02a2c7822c414b75abe3dce629d4 100644 (file)
@@ -1058,7 +1058,7 @@ begin
   g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
   g_Sound_CreateWADEx('MUSIC_INTERMUS', GameWAD+':MUSIC\INTERMUS', True);
   g_Sound_CreateWADEx('MUSIC_MENU', GameWAD+':MUSIC\MENU', True);
-  g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS');
+  g_Sound_CreateWADEx('MUSIC_ROUNDMUS', GameWAD+':MUSIC\ROUNDMUS', True);
   g_Sound_CreateWADEx('MUSIC_STDENDMUS', GameWAD+':MUSIC\ENDMUS', True);
 
   g_Game_SetLoadingText(_lc[I_LOAD_MENUS], 0, False);
@@ -1230,7 +1230,7 @@ begin
         if (not g_Game_IsClient) and
         (
           (
-            (e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_SPACE))
+            (e_KeyPressed(IK_RETURN) or e_KeyPressed(IK_KPRETURN) or e_KeyPressed(IK_SPACE))
             and (not gJustChatted) and (not gConsoleShow) and (not gChatShow)
             and (g_ActiveWindow = nil)
           )
@@ -2956,12 +2956,14 @@ begin
 
   g_Console_Draw();
 
+  {FIXME
   if g_debug_Sounds and gGameOn then
   begin
     for w := 0 to High(e_SoundsArray) do
       for h := 0 to e_SoundsArray[w].nRefs do
         e_DrawPoint(1, w+100, h+100, 255, 0, 0);
   end;
+  }
 
   if gShowFPS then
   begin