Fold Seismic_sound_playing into Next_seismic_sound_time
When Next_seismic_sound_time is non-zero, a seismic sound is playing. When Next_seismic_sound_time is zero, no sound is playing. Use this to eliminate the explicit tracking variable Seismic_sound_playing.
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@ -1054,15 +1054,13 @@ void init_smega_detonates()
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fix Seismic_tremor_magnitude;
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static fix64 Next_seismic_sound_time;
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static bool Seismic_sound_playing;
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constexpr std::integral_constant<int, SOUND_SEISMIC_DISTURBANCE_START> Seismic_sound{};
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static void start_seismic_sound()
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{
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if (Seismic_sound_playing)
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if (Next_seismic_sound_time)
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return;
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Seismic_sound_playing = true;
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Next_seismic_sound_time = GameTime64 + d_rand()/2;
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digi_play_sample_looping(Seismic_sound, F1_0, -1, -1);
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}
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@ -1596,7 +1594,7 @@ void do_seismic_stuff(void)
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if (Seismic_tremor_volume == 0)
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{
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digi_stop_looping_sound();
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Seismic_sound_playing = false;
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Next_seismic_sound_time = 0;
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}
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else if (GameTime64 > Next_seismic_sound_time)
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{
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