Files
devilutionX/Source/effects.h
T
Robin Eklind fab7f1b5fa effects: rename monster_action_sounds to MonstSndChar
Rationale described in https://github.com/sanctuary/notes/commit/f609ea371d0768a6927d5e8ef931d23243d73387:
as included below:

Note, the PSX sym file does not seem to include the
original name for monster_action_sounds. However, it
does include the names for very similar global
variables used for players rather than monsters, so
from these we may infer a similar name for
monster_action_sounds.

In particular, ArmourChar, WepChar and CharChar are
used for player graphics. So, following the same naming
convention we arrive at MonstSndChar.
2019-08-18 07:44:22 +02:00

38 lines
925 B
C

//HEADER_GOES_HERE
#ifndef __EFFECTS_H__
#define __EFFECTS_H__
extern int sfxdelay;
extern int sfxdnum;
extern HANDLE sfx_stream;
extern TSFX *sfx_data_cur;
BOOL effect_is_playing(int nSFX);
void sfx_stop();
void InitMonsterSND(int monst);
void FreeEffects();
void PlayEffect(int i, int mode);
BOOL calc_snd_position(int x, int y, int *plVolume, int *plPan);
void PlaySFX(int psfx);
void PlaySFX_priv(TSFX *pSFX, BOOL loc, int x, int y);
void stream_play(TSFX *pSFX, int lVolume, int lPan);
int RndSFX(int psfx);
void PlaySfxLoc(int psfx, int x, int y);
void FreeMonsterSnd();
void sound_stop();
void sound_update();
void effects_update();
void effects_cleanup_sfx();
void stream_update();
void priv_sound_init(BYTE bLoadMask);
void sound_init();
void __stdcall effects_play_sound(char *snd_file);
/* rdata */
extern const char MonstSndChar[];
/* data */
#endif /* __EFFECTS_H__ */