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Add waypoint/rally point feedback sound
Update unit_actions.js Add author of rally sound to credits Two rally click options Use new rally_click sound.
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:3511bfda7c5e1cbf5e65ab8a909bdce91bc401c00f9f2f34e218be33686dbb29
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size 9306
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:edb898d5a9c22115e9b94e43d8125dc7edb2b6417c649c832b6750bdffeb6497
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size 11657
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@ -148,6 +148,7 @@
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{ "nick": "lostchocolatelab", "name": "Damian Kastbauer" },
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{ "nick": "MattSherman", "name": "Matt Sherman" },
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{ "nick": "mclellandp", "name": "Pat Mclelland" },
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{ "nick": "p0ss" },
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{ "nick": "PhoenixDog", "name": "Shawn Anthony Poxleitner" },
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{ "nick": "Pureon" },
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{ "nick": "ryan827", "name": "Ryan Davies" },
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@ -12,6 +12,11 @@ var g_TargetMarker = {
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*/
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var g_FlareSound = "audio/interface/alarm/alarmally_1.ogg";
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/**
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* Sound we play when setting a waypoint or rally point.
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*/
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var g_RallySound = "audio/interface/ui/rally_click_01.ogg";
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/**
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* Which enemy entity types will be attacked on sight when patroling.
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*/
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@ -1127,6 +1132,8 @@ var g_UnitActions =
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"queued": queued
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});
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Engine.PlayUISound(g_RallySound, false);
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// Display rally point at the new coordinates, to avoid display lag
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Engine.GuiInterfaceCall("DisplayRallyPoint", {
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"entities": selection,
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