Always allocate D2-sized sound array
This makes other code simpler, and the extra elements will simply be ignored in D1.
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@ -173,13 +173,10 @@ enum sound_effect : unsigned
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/* endif */
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};
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}
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namespace dsx {
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// I think it would be nice to have a scrape sound...
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//#define SOUND_PLAYER_SCRAPE_WALL 72
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extern std::array<uint8_t, MAX_SOUNDS> Sounds, AltSounds;
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extern std::array<uint8_t, ::d2x::MAX_SOUNDS> Sounds, AltSounds;
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}
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constexpr std::integral_constant<int, -1> sound_none{};
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@ -77,7 +77,6 @@ int Num_object_subtypes = 1;
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#endif
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namespace dsx {
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std::array<uint8_t, MAX_SOUNDS> Sounds, AltSounds;
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#if defined(DXX_BUILD_DESCENT_I)
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int Num_total_object_types;
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@ -100,6 +99,7 @@ std::array<bitmap_index, N_COCKPIT_BITMAPS> cockpit_bitmap;
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//right now there's only one player ship, but we can have another by
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//adding an array and setting the pointer to the active ship.
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namespace dcx {
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std::array<uint8_t, ::d2x::MAX_SOUNDS> Sounds, AltSounds;
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player_ship only_player_ship;
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//----------------- Miscellaneous bitmap pointers ---------------
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