Move Seismic_tremor_volume to d_level_unique_seismic_state
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@ -185,6 +185,7 @@ struct d_level_shared_seismic_state
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struct d_level_unique_seismic_state
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{
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fix64 Seismic_disturbance_end_time;
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int Seismic_tremor_volume;
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};
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extern d_level_shared_seismic_state LevelSharedSeismicState;
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@ -1053,7 +1053,6 @@ void init_smega_detonates()
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}
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fix Seismic_tremor_magnitude;
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int Seismic_tremor_volume;
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static fix64 Next_seismic_sound_time;
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static bool Seismic_sound_playing;
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@ -1094,7 +1093,7 @@ void rock_the_mine_frame(void)
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if (fc == 0)
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fc = 1;
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Seismic_tremor_volume += fc;
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LevelUniqueSeismicState.Seismic_tremor_volume += fc;
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if (d_tick_step)
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{
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@ -1166,7 +1165,7 @@ static void seismic_disturbance_frame(void)
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if (fc == 0)
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fc = 1;
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Seismic_tremor_volume += fc;
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LevelUniqueSeismicState.Seismic_tremor_volume += fc;
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if (d_tick_step)
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{
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@ -1586,22 +1585,21 @@ void DropSecondaryWeapon (player_info &player_info)
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// Do seismic disturbance stuff including the looping sounds with changing volume.
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void do_seismic_stuff(void)
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{
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int stv_save;
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stv_save = Seismic_tremor_volume;
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const auto stv_save = exchange(LevelUniqueSeismicState.Seismic_tremor_volume, 0);
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Seismic_tremor_magnitude = 0;
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Seismic_tremor_volume = 0;
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rock_the_mine_frame();
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seismic_disturbance_frame();
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if (stv_save != 0) {
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if (Seismic_tremor_volume == 0) {
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const auto Seismic_tremor_volume = LevelUniqueSeismicState.Seismic_tremor_volume;
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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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}
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if ((GameTime64 > Next_seismic_sound_time) && Seismic_tremor_volume) {
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else if (GameTime64 > Next_seismic_sound_time)
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{
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int volume;
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volume = Seismic_tremor_volume * 2048;
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