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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:
+58
-58
@@ -1,17 +1,17 @@
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/*
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* ChangeLog:
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* 11.12.2005 Lesh changed balance settings
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* 11.12.2005 Lesh changed balance settings
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*/
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#ifndef SOUND_CONTROL_H
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#define SOUND_CONTROL_H
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// == Lesh modifications ======
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#define FARLEFT 0
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#define LEFTSIDE 96
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#define MIDDLE 128
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#define FARLEFT 0
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#define LEFTSIDE 96
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#define MIDDLE 128
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#define MIDDLEPAN 128
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#define RIGHTSIDE 160
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#define FARRIGHT 255
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#define RIGHTSIDE 160
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#define FARRIGHT 255
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// == Lesh modifications ends =
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#define LOWVOLUME 25
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@@ -175,8 +175,8 @@ enum SoundDefines
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S_MORTAR_SHOT,
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S_GLOCK17,
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S_GLOCK18,
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S_BERETTA92,
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S_BERETTA93,
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S_BERETTA92,
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S_BERETTA93,
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S_SWSPECIAL,
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S_BARRACUDA,
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S_DESERTEAGLE,
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@@ -212,7 +212,7 @@ enum SoundDefines
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S_THROWKNIFE,
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S_TANK_CANNON,
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S_BURSTTYPE1,
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S_AUTOMAG,
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S_AUTOMAG,
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S_SILENCER_1,
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S_SILENCER_2,
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@@ -315,64 +315,64 @@ enum SoundDefines
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SWIM_2,
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KEY_FAILURE,
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TARGET_OUT_OF_RANGE,
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OPEN_STATUE,
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USE_STATUE_REMOTE,
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USE_WIRE_CUTTERS,
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DRINK_CANTEEN_FEMALE,
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BLOODCAT_ATTACK,
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BLOODCAT_ROAR,
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ROBOT_GREETING,
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ROBOT_DEATH,
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GAS_EXPLODE_1,
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AIR_ESCAPING_1,
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OPEN_STATUE,
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USE_STATUE_REMOTE,
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USE_WIRE_CUTTERS,
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DRINK_CANTEEN_FEMALE,
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BLOODCAT_ATTACK,
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BLOODCAT_ROAR,
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ROBOT_GREETING,
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ROBOT_DEATH,
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GAS_EXPLODE_1,
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AIR_ESCAPING_1,
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OPEN_DRAWER,
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CLOSE_DRAWER,
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OPEN_LOCKER,
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CLOSE_LOCKER,
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OPEN_WOODEN_BOX,
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CLOSE_WOODEN_BOX,
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ROBOT_STOP,
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OPEN_DRAWER,
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CLOSE_DRAWER,
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OPEN_LOCKER,
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CLOSE_LOCKER,
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OPEN_WOODEN_BOX,
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CLOSE_WOODEN_BOX,
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ROBOT_STOP,
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WATER_WALK1_IN,
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WATER_WALK1_OUT,
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WATER_WALK2_IN,
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WATER_WALK2_OUT,
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PRONE_UP_SOUND,
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PRONE_DOWN_SOUND,
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KNEEL_UP_SOUND,
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KNEEL_DOWN_SOUND,
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PICKING_SOMETHING_UP,
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PRONE_UP_SOUND,
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PRONE_DOWN_SOUND,
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KNEEL_UP_SOUND,
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KNEEL_DOWN_SOUND,
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PICKING_SOMETHING_UP,
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COW_FALL,
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COW_FALL,
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BLOODCAT_GROWL_1,
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BLOODCAT_GROWL_2,
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BLOODCAT_GROWL_3,
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BLOODCAT_GROWL_4,
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CREATURE_GAS_NOISE,
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CREATURE_FALL_PART_2,
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CREATURE_DISSOLVE_1,
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QUEEN_AMBIENT_NOISE,
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CREATURE_FALL,
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CROW_PECKING_AT_FLESH,
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CROW_FLYING_AWAY,
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SLAP_2,
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MORTAR_START,
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MORTAR_WHISTLE,
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MORTAR_LOAD,
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BLOODCAT_GROWL_1,
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BLOODCAT_GROWL_2,
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BLOODCAT_GROWL_3,
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BLOODCAT_GROWL_4,
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CREATURE_GAS_NOISE,
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CREATURE_FALL_PART_2,
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CREATURE_DISSOLVE_1,
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QUEEN_AMBIENT_NOISE,
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CREATURE_FALL,
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CROW_PECKING_AT_FLESH,
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CROW_FLYING_AWAY,
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SLAP_2,
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MORTAR_START,
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MORTAR_WHISTLE,
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MORTAR_LOAD,
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TURRET_MOVE,
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TURRET_STOP,
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COW_FALL_2,
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KNIFE_IMPACT,
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EXPLOSION_ALT_BLAST_1,
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EXPLOSION_BLAST_2,
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DRINK_CANTEEN_MALE,
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USE_X_RAY_MACHINE,
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CATCH_OBJECT,
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FENCE_OPEN,
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TURRET_MOVE,
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TURRET_STOP,
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COW_FALL_2,
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KNIFE_IMPACT,
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EXPLOSION_ALT_BLAST_1,
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EXPLOSION_BLAST_2,
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DRINK_CANTEEN_MALE,
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USE_X_RAY_MACHINE,
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CATCH_OBJECT,
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FENCE_OPEN,
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//MADD MARKER
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S_BARRETT,
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@@ -448,7 +448,7 @@ INT32 SoundVolume( INT8 bInitialVolume, INT16 sGridNo );
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void PlayDelayedJA2Sample( UINT32 uiDelay, UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan );
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#define POSITION_SOUND_FROM_SOLDIER 0x00000001
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#define POSITION_SOUND_FROM_SOLDIER 0x00000001
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#define POSITION_SOUND_STATIONATY_OBJECT 0x00000002
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INT32 NewPositionSnd( INT16 sGridNo, UINT32 uiFlags, UINT32 uiData, UINT32 iSoundToPlay );
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