I remember making a bunch of fixes to mine sounds last spring. I guess I never
got it right.
Can you define what the correct behavior for sounds and stations should be? And
then I will code to that behavior. I think once the required behavior is
documented, it will put an end up my misunderstanding what should happen.
For reference I am attaching two lists. The first is the Station Status. This is
how the code sees a station. Mines begin as Empty, just like abandond stations.
The second list is the station category. All stations types are sorted into one
(and only one) category. I am putting these here so when the music specification
is written, it can be based on these categories. (if near a mine, and it is
Empty, then have NO music (get a clue jon)). Hah.
ESS_Destroyed: Station is only debris field.
ESS_Empty: Station exists, but abandond.
ESS_Building: Station under construction.
ESS_Normal: Station intact and operating.
ESS_Leaving: Station is being abandond.
ESS_Fleeing: Station was destroyed, survivors fleeing.
ESS_NeverBuilt: Station has not yet been created.
ESC_Invalid = 0,
ESC_Mine = 1,
ESC_Process = 2,
ESC_Manufacture = 4,
ESC_Research = 8,
ESC_Habitat = 16,
ESC_Headquarters = 32,
ESC_Pirate = 64,
ESC_Transport = 128,
ESC_Government = 256,
ESC_Military = 512
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