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