Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+58 -58
View File
@@ -1,17 +1,17 @@
/*
* ChangeLog:
* 11.12.2005 Lesh changed balance settings
* 11.12.2005 Lesh changed balance settings
*/
#ifndef SOUND_CONTROL_H
#define SOUND_CONTROL_H
// == Lesh modifications ======
#define FARLEFT 0
#define LEFTSIDE 96
#define MIDDLE 128
#define FARLEFT 0
#define LEFTSIDE 96
#define MIDDLE 128
#define MIDDLEPAN 128
#define RIGHTSIDE 160
#define FARRIGHT 255
#define RIGHTSIDE 160
#define FARRIGHT 255
// == Lesh modifications ends =
#define LOWVOLUME 25
@@ -175,8 +175,8 @@ enum SoundDefines
S_MORTAR_SHOT,
S_GLOCK17,
S_GLOCK18,
S_BERETTA92,
S_BERETTA93,
S_BERETTA92,
S_BERETTA93,
S_SWSPECIAL,
S_BARRACUDA,
S_DESERTEAGLE,
@@ -212,7 +212,7 @@ enum SoundDefines
S_THROWKNIFE,
S_TANK_CANNON,
S_BURSTTYPE1,
S_AUTOMAG,
S_AUTOMAG,
S_SILENCER_1,
S_SILENCER_2,
@@ -315,64 +315,64 @@ enum SoundDefines
SWIM_2,
KEY_FAILURE,
TARGET_OUT_OF_RANGE,
OPEN_STATUE,
USE_STATUE_REMOTE,
USE_WIRE_CUTTERS,
DRINK_CANTEEN_FEMALE,
BLOODCAT_ATTACK,
BLOODCAT_ROAR,
ROBOT_GREETING,
ROBOT_DEATH,
GAS_EXPLODE_1,
AIR_ESCAPING_1,
OPEN_STATUE,
USE_STATUE_REMOTE,
USE_WIRE_CUTTERS,
DRINK_CANTEEN_FEMALE,
BLOODCAT_ATTACK,
BLOODCAT_ROAR,
ROBOT_GREETING,
ROBOT_DEATH,
GAS_EXPLODE_1,
AIR_ESCAPING_1,
OPEN_DRAWER,
CLOSE_DRAWER,
OPEN_LOCKER,
CLOSE_LOCKER,
OPEN_WOODEN_BOX,
CLOSE_WOODEN_BOX,
ROBOT_STOP,
OPEN_DRAWER,
CLOSE_DRAWER,
OPEN_LOCKER,
CLOSE_LOCKER,
OPEN_WOODEN_BOX,
CLOSE_WOODEN_BOX,
ROBOT_STOP,
WATER_WALK1_IN,
WATER_WALK1_OUT,
WATER_WALK2_IN,
WATER_WALK2_OUT,
PRONE_UP_SOUND,
PRONE_DOWN_SOUND,
KNEEL_UP_SOUND,
KNEEL_DOWN_SOUND,
PICKING_SOMETHING_UP,
PRONE_UP_SOUND,
PRONE_DOWN_SOUND,
KNEEL_UP_SOUND,
KNEEL_DOWN_SOUND,
PICKING_SOMETHING_UP,
COW_FALL,
COW_FALL,
BLOODCAT_GROWL_1,
BLOODCAT_GROWL_2,
BLOODCAT_GROWL_3,
BLOODCAT_GROWL_4,
CREATURE_GAS_NOISE,
CREATURE_FALL_PART_2,
CREATURE_DISSOLVE_1,
QUEEN_AMBIENT_NOISE,
CREATURE_FALL,
CROW_PECKING_AT_FLESH,
CROW_FLYING_AWAY,
SLAP_2,
MORTAR_START,
MORTAR_WHISTLE,
MORTAR_LOAD,
BLOODCAT_GROWL_1,
BLOODCAT_GROWL_2,
BLOODCAT_GROWL_3,
BLOODCAT_GROWL_4,
CREATURE_GAS_NOISE,
CREATURE_FALL_PART_2,
CREATURE_DISSOLVE_1,
QUEEN_AMBIENT_NOISE,
CREATURE_FALL,
CROW_PECKING_AT_FLESH,
CROW_FLYING_AWAY,
SLAP_2,
MORTAR_START,
MORTAR_WHISTLE,
MORTAR_LOAD,
TURRET_MOVE,
TURRET_STOP,
COW_FALL_2,
KNIFE_IMPACT,
EXPLOSION_ALT_BLAST_1,
EXPLOSION_BLAST_2,
DRINK_CANTEEN_MALE,
USE_X_RAY_MACHINE,
CATCH_OBJECT,
FENCE_OPEN,
TURRET_MOVE,
TURRET_STOP,
COW_FALL_2,
KNIFE_IMPACT,
EXPLOSION_ALT_BLAST_1,
EXPLOSION_BLAST_2,
DRINK_CANTEEN_MALE,
USE_X_RAY_MACHINE,
CATCH_OBJECT,
FENCE_OPEN,
//MADD MARKER
S_BARRETT,
@@ -448,7 +448,7 @@ INT32 SoundVolume( INT8 bInitialVolume, INT16 sGridNo );
void PlayDelayedJA2Sample( UINT32 uiDelay, UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan );
#define POSITION_SOUND_FROM_SOLDIER 0x00000001
#define POSITION_SOUND_FROM_SOLDIER 0x00000001
#define POSITION_SOUND_STATIONATY_OBJECT 0x00000002
INT32 NewPositionSnd( INT16 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay );