Added music and perfom bug fixes
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@@ -1517,41 +1517,23 @@ namespace FRG
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const int uiX = mx;
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const int uiY = Environment::projectionHeight - my;
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_ERROR, "Game",
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"Game::onPointerDown step 1");
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#endif
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menuManager.topUiManager.onTouchDown(fingerId, uiX, uiY);
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const bool capturedByTopUi = menuManager.topUiManager.isUiInteractionForFinger(fingerId);
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const bool dialogueActive = currentLocation() && currentLocation()->dialogueSystem.isActive();
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if (!dialogueActive && !capturedByTopUi) {
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_ERROR, "Game",
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"Game::onPointerDown step 2");
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#endif
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menuManager.uiManager.onTouchDown(fingerId, uiX, uiY);
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}
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st.capturedByUi = capturedByTopUi || (!dialogueActive && menuManager.uiManager.isUiInteractionForFinger(fingerId));
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activePointers[fingerId] = st;
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_ERROR, "Game",
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"Game::onPointerDown step 3");
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#endif
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if (st.capturedByUi) {
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// UI button / slider / text-field grabbed this press; don't drive
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// gameplay or pinch from it.
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_ERROR, "Game",
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"Game::onPointerDown step 4");
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#endif
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return;
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}
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_ERROR, "Game",
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"Game::onPointerDown step 5");
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#endif
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if (countNonUiPointers() >= 2) {
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// Second finger landed on the gameplay area: switch to pinch-zoom
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