mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-06 19:01:06 +03:00
Merge branch 'master' of https://github.com/MontyTRC89/TR5Main
This commit is contained in:
commit
a6de3f6141
78 changed files with 2298 additions and 2209 deletions
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@ -455,7 +455,7 @@ void LaraControl(short itemNumber)
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item->pos.yPos += 100;
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UpdateLaraRoom(LaraItem, 0);
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StopSoundEffect(SFX_LARA_FALL);
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StopSoundEffect(SFX_TR4_LARA_FALL);
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if (item->currentAnimState == LS_SWANDIVE_START)
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{
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@ -600,7 +600,7 @@ void LaraControl(short itemNumber)
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Lara.headXrot = 0;
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UpdateLaraRoom(item, -381);
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SoundEffect(SFX_LARA_BREATH, &LaraItem->pos, 2);
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SoundEffect(SFX_TR4_LARA_BREATH, &LaraItem->pos, 2);
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}
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}
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}
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@ -622,7 +622,7 @@ void LaraControl(short itemNumber)
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Lara.headXrot = 0;
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UpdateLaraRoom(item, 0);
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SoundEffect(SFX_LARA_BREATH, &LaraItem->pos, 2);
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SoundEffect(SFX_TR4_LARA_BREATH, &LaraItem->pos, 2);
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}
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break;
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@ -366,7 +366,7 @@ void lara_as_stop(ITEM_INFO* item, COLL_INFO* coll)
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}
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if (item->animNumber != LA_SPRINT_TO_STAND_RIGHT && item->animNumber != LA_SPRINT_TO_STAND_LEFT)
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StopSoundEffect(SFX_LARA_SLIPPING);
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StopSoundEffect(SFX_TR4_LARA_SLIPPING);
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// Handles waterskin and clockwork beetle
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if (UseSpecialItem(item))
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@ -901,7 +901,7 @@ void lara_col_death(ITEM_INFO* item, COLL_INFO* coll)
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{
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/*state 8*/
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/*state code: lara_as_death*/
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StopSoundEffect(SFX_LARA_FALL);
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StopSoundEffect(SFX_TR4_LARA_FALL);
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Lara.moveAngle = item->pos.yRot;
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coll->badPos = 384;
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@ -926,7 +926,7 @@ void lara_as_fastfall(ITEM_INFO* item, COLL_INFO* coll)
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/*collision: lara_col_fastfall*/
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item->speed = (item->speed * 95) / 100;
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if (item->fallspeed == 154)
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SoundEffect(SFX_LARA_FALL, &item->pos, 0);
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SoundEffect(SFX_TR4_LARA_FALL, &item->pos, 0);
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}
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void lara_col_fastfall(ITEM_INFO* item, COLL_INFO* coll)
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@ -957,7 +957,7 @@ void lara_col_fastfall(ITEM_INFO* item, COLL_INFO* coll)
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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}
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StopSoundEffect(SFX_LARA_FALL);
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StopSoundEffect(SFX_TR4_LARA_FALL);
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item->fallspeed = 0;
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item->gravityStatus = false;
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@ -51,7 +51,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
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9,
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3,
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0,
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SFX_LARA_FIRE,
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SFX_TR4_LARA_FIRE,
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0
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},
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/* Revolver */
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@ -67,7 +67,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
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16,
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3,
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0,
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SFX_REVOLVER,
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SFX_TR4_DESSERT_EAGLE_FIRE,
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0
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},
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/* Uzis */
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@ -83,7 +83,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
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3,
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3,
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0,
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SFX_LARA_UZI_FIRE,
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SFX_TR4_LARA_UZI_FIRE,
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0
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},
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/* Shotgun */
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@ -99,7 +99,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
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9,
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3,
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10,
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SFX_LARA_SHOTGUN,
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SFX_TR4_LARA_SHOTGUN,
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0
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},
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/* HK */
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@ -131,7 +131,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
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0,
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2,
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10,
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SFX_LARA_CROSSBOW,
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SFX_TR4_LARA_CROSSBOW,
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20
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},
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/* Flare */
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@ -163,7 +163,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
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0,
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2,
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0,
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SFX_LARA_UZI_FIRE,
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SFX_TR4_LARA_UZI_FIRE,
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0
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},
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/* Grenade launcher */
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@ -227,7 +227,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
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0,
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0,
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0,
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SFX_LARA_UZI_FIRE,
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SFX_TR4_LARA_UZI_FIRE,
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0
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}
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};
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@ -731,7 +731,7 @@ void HitTarget(ITEM_INFO* item, GAME_VECTOR* hitPos, int damage, int grenade)
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if (item->objectNumber == ID_ROMAN_GOD1 ||
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item->objectNumber == ID_ROMAN_GOD2)
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{
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SoundEffect(SFX_SWORD_GOD_HITMET, &item->pos, 0);
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SoundEffect(SFX_TR5_SWORD_GOD_HITMET, &item->pos, 0);
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}
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break;
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@ -844,7 +844,7 @@ FireWeaponType FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, sho
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target->hitPoints--;
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ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) / 16) & 4095;
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TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
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SoundEffect(SFX_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
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SoundEffect(SFX_TR4_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
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}
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else if (target->objectNumber == ID_SHIVA) //So must be Shiva
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{
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@ -857,7 +857,7 @@ FireWeaponType FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, sho
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target->hitStatus = true; //need to do this to maintain defence state
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ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) / 16) & 4095;
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TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
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SoundEffect(SFX_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
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SoundEffect(SFX_TR4_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
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}
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else //Shiva's not in defence mode or has its back to Lara
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HitTarget(target, &vDest, weapon->damage, 0);
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@ -254,7 +254,7 @@ void draw_flare()
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{
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if (frame == 72)
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{
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SoundEffect(SFX_RAVESTICK, &LaraItem->pos, g_Level.Rooms[LaraItem->roomNumber].flags & ENV_FLAG_WATER);
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SoundEffect(SFX_TR4_OBJ_GEM_SMASH, &LaraItem->pos, g_Level.Rooms[LaraItem->roomNumber].flags & ENV_FLAG_WATER);
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Lara.flareAge = 1;
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}
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|
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@ -760,7 +760,7 @@ void lara_col_poledown(ITEM_INFO* item, COLL_INFO* coll)
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}
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// CHECK
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SoundEffect(SFX_LARA_ROPEDOWN_LOOP, &item->pos, 0);
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SoundEffect(SFX_TR4_LARA_POLE_LOOP, &item->pos, 0);
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if (item->itemFlags[2] < 0)
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item->itemFlags[2] = 0;
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@ -766,8 +766,8 @@ void ControlGrenade(short itemNumber)
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AlertNearbyGuards(item);
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SoundEffect(SFX_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
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SoundEffect(SFX_EXPLOSION2, &item->pos, 0);
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SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
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SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 0);
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// Setup the counter for spawned grenades in the case of flash and super grenades ammos
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if (item->itemFlags[0] != GRENADE_NORMAL && item->itemFlags[0] != GRENADE_ULTRA)
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@ -981,8 +981,8 @@ void ControlRocket(short itemNumber)
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AlertNearbyGuards(item);
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SoundEffect(SFX_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
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SoundEffect(SFX_EXPLOSION2, &item->pos, 0);
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SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
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SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 0);
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ExplodeItemNode(item, 0, 0, EXPLODE_NORMAL);
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KillItem(itemNumber);
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@ -1155,12 +1155,12 @@ void AnimateShotgun(int weaponType)
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if (Lara.Weapons[WEAPON_HK].HasSilencer)
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{
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SoundEffect(SFX_HK_SILENCED, 0, 0);
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SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
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}
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else
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{
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SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 83888140);
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SoundEffect(SFX_HK_FIRE, &LaraItem->pos, 0);
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SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 83888140);
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SoundEffect(SFX_TR5_HK_FIRE, &LaraItem->pos, 0);
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}
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}
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else
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@ -1176,8 +1176,8 @@ void AnimateShotgun(int weaponType)
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// && HKFlag
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&& !(Lara.Weapons[WEAPON_HK].HasSilencer))
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{
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StopSoundEffect(SFX_HK_FIRE);
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SoundEffect(SFX_HK_STOP, &LaraItem->pos, 0);
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StopSoundEffect(SFX_TR5_HK_FIRE);
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SoundEffect(SFX_TR5_HK_STOP, &LaraItem->pos, 0);
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// HKFlag = 0;
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}
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}
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@ -1189,7 +1189,7 @@ void AnimateShotgun(int weaponType)
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}
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else
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{
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SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 83888140);
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SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 83888140);
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SoundEffect(SFX_HK_FIRE, &LaraItem->pos, 0);
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}
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}*/
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@ -1232,8 +1232,8 @@ void AnimateShotgun(int weaponType)
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}
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else
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{
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SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 83888140);
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SoundEffect(SFX_HK_FIRE, &LaraItem->pos, 0);
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SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 83888140);
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SoundEffect(SFX_TR5_HK_FIRE, &LaraItem->pos, 0);
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}
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}
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else
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@ -1250,8 +1250,8 @@ void AnimateShotgun(int weaponType)
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// && HKFlag
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&& !(Lara.Weapons[WEAPON_HK].HasSilencer))
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{
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StopSoundEffect(SFX_HK_FIRE);
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SoundEffect(SFX_HK_STOP, &LaraItem->pos, 0);
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StopSoundEffect(SFX_TR5_HK_FIRE);
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SoundEffect(SFX_TR5_HK_STOP, &LaraItem->pos, 0);
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// HKFlag = 0;
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}
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/* else if (HKFlag)
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|
@ -1262,7 +1262,7 @@ void AnimateShotgun(int weaponType)
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}
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else
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{
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SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 83888140);
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SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 83888140);
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SoundEffect(SFX_HK_FIRE, &LaraItem->pos, 0);
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}
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}*/
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|
@ -1500,8 +1500,8 @@ void ControlCrossbowBolt(short itemNumber)
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AlertNearbyGuards(item);
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SoundEffect(SFX_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
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SoundEffect(SFX_EXPLOSION2, &item->pos, 0);
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SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
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SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 0);
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ExplodeItemNode(item, 0, 0, EXPLODE_NORMAL);
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KillItem(itemNumber);
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|
@ -1710,7 +1710,7 @@ void FireRocket()
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AddActiveItem(itemNumber);
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SoundEffect(SFX_EXPLOSION1, 0, 0);
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SoundEffect(SFX_TR4_EXPLOSION1, 0, 0);
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Savegame.Level.AmmoUsed++;
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Savegame.Game.AmmoUsed++;
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|
@ -1982,7 +1982,7 @@ void FireShotgun()
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|||
|
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Lara.rightArm.flash_gun = Weapons[WEAPON_SHOTGUN].flashTime;
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SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 20971524);
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SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 20971524);
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SoundEffect(Weapons[WEAPON_SHOTGUN].sampleNum, &LaraItem->pos, 0);
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Savegame.Game.AmmoUsed++;
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|
|
|
@ -85,7 +85,7 @@ void lara_slide_slope(ITEM_INFO* item, COLL_INFO* coll)
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}
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else
|
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item->goalAnimState = LS_STOP;
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StopSoundEffect(SFX_LARA_SLIPPING);
|
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StopSoundEffect(SFX_TR4_LARA_SLIPPING);
|
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}
|
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}
|
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else
|
||||
|
@ -107,7 +107,7 @@ void lara_slide_slope(ITEM_INFO* item, COLL_INFO* coll)
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item->goalAnimState = LS_FALL_BACK;
|
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}
|
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|
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StopSoundEffect(SFX_LARA_SLIPPING);
|
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StopSoundEffect(SFX_TR4_LARA_SLIPPING);
|
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|
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item->gravityStatus = true;
|
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item->fallspeed = 0;
|
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|
|
|
@ -433,7 +433,7 @@ void UpdateSubsuitAngles()
|
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|
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if (Subsuit.Vel[0] != 0 || Subsuit.Vel[1] != 0)
|
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{
|
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SoundEffect(SFX_LARA_UNDERWATER_ENGINE, &LaraItem->pos, (((Subsuit.Vel[0] + Subsuit.Vel[1]) * 4) & 0x1F00) + 10);
|
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SoundEffect(SFX_TR5_LARA_UNDERWATER_ENGINE, &LaraItem->pos, (((Subsuit.Vel[0] + Subsuit.Vel[1]) * 4) & 0x1F00) + 10);
|
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}
|
||||
}
|
||||
|
||||
|
@ -651,7 +651,7 @@ void LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll)
|
|||
{
|
||||
if (LaraDrawType == 5)
|
||||
{
|
||||
SoundEffect(SFX_SWIMSUIT_METAL_CLASH, &LaraItem->pos, ((2 * GetRandomControl() + 0x8000) * 256) | 6);
|
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SoundEffect(SFX_TR5_SWIMSUIT_METAL_CLASH, &LaraItem->pos, ((2 * GetRandomControl() + 0x8000) * 256) | 6);
|
||||
}
|
||||
|
||||
if (Lara.anxiety < 96)
|
||||
|
|
|
@ -126,7 +126,7 @@ void AnimatePistols(int weaponType)
|
|||
|
||||
Lara.rightArm.flash_gun = weapon->flashTime;
|
||||
|
||||
SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, PITCH_SHIFT | 0x2000000);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, PITCH_SHIFT | 0x2000000);
|
||||
SoundEffect(weapon->sampleNum, &LaraItem->pos, 0);
|
||||
soundPlayed = true;
|
||||
|
||||
|
@ -224,7 +224,7 @@ void AnimatePistols(int weaponType)
|
|||
|
||||
if (!soundPlayed)
|
||||
{
|
||||
SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, PITCH_SHIFT | 0x2000000);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, PITCH_SHIFT | 0x2000000);
|
||||
SoundEffect(weapon->sampleNum, &LaraItem->pos, 0);
|
||||
}
|
||||
|
||||
|
@ -426,7 +426,7 @@ void undraw_pistols(int weaponType)
|
|||
if (frameLeft == p->draw2Anim - 1)
|
||||
{
|
||||
undraw_pistol_mesh_left(weaponType);
|
||||
SoundEffect(SFX_LARA_HOLSTER_AWAY, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_HOLSTER, &LaraItem->pos, 0);
|
||||
}
|
||||
}
|
||||
set_arm_info(&Lara.leftArm, frameLeft);
|
||||
|
@ -463,7 +463,7 @@ void undraw_pistols(int weaponType)
|
|||
if (frameRight == p->draw2Anim - 1)
|
||||
{
|
||||
undraw_pistol_mesh_right(weaponType);
|
||||
SoundEffect(SFX_LARA_HOLSTER_AWAY, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_HOLSTER, &LaraItem->pos, 0);
|
||||
}
|
||||
}
|
||||
set_arm_info(&Lara.rightArm, frameRight);
|
||||
|
@ -517,7 +517,7 @@ void draw_pistols(int weaponType)
|
|||
else if (frame == p->draw2Anim)
|
||||
{
|
||||
draw_pistol_meshes(weaponType);
|
||||
SoundEffect(SFX_LARA_HOLSTER_DRAW, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_DRAW, &LaraItem->pos, 0);
|
||||
}
|
||||
else if (frame == p->recoilAnim - 1)
|
||||
{
|
||||
|
|
|
@ -816,8 +816,8 @@ void FixedCamera(ITEM_INFO* item)
|
|||
|| !(GlobalCounter & 0x3F)
|
||||
|| objLos && !(GlobalCounter & 0xF) && GetRandomControl() & 1)
|
||||
{
|
||||
SoundEffect(SFX_EXPLOSION1, 0, 83886084);
|
||||
SoundEffect(SFX_HK_FIRE, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83886084);
|
||||
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
|
||||
|
||||
FlashFadeR = 192;
|
||||
FlashFadeB = 0;
|
||||
|
@ -1291,7 +1291,7 @@ void BinocularCamera(ITEM_INFO* item)
|
|||
if (BinocularRange < 128)
|
||||
BinocularRange = 128;
|
||||
else
|
||||
SoundEffect(SFX_ZOOM_VIEW_WHIRR, 0, (flags * 256) | 6);
|
||||
SoundEffect(SFX_TR5_ZOOM_VIEW_WHIRR, 0, (flags * 256) | 6);
|
||||
}
|
||||
else if (InputBusy & IN_DUCK)
|
||||
{
|
||||
|
@ -1299,7 +1299,7 @@ void BinocularCamera(ITEM_INFO* item)
|
|||
if (BinocularRange > 1536)
|
||||
BinocularRange = 1536;
|
||||
else
|
||||
SoundEffect(SFX_ZOOM_VIEW_WHIRR, 0, (flags * 256) | 6);
|
||||
SoundEffect(SFX_TR5_ZOOM_VIEW_WHIRR, 0, (flags * 256) | 6);
|
||||
}
|
||||
|
||||
PHD_VECTOR src;
|
||||
|
@ -1350,12 +1350,12 @@ void BinocularCamera(ITEM_INFO* item)
|
|||
firing = 1;
|
||||
if (Lara.Weapons[WEAPON_HK].HasSilencer)
|
||||
{
|
||||
SoundEffect(SFX_HK_SILENCED, 0, 0);
|
||||
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundEffect(SFX_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_HK_FIRE, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
|
||||
}
|
||||
}
|
||||
else if (Lara.Weapons[WEAPON_HK].SelectedAmmo == WEAPON_AMMO2)
|
||||
|
@ -1371,12 +1371,12 @@ void BinocularCamera(ITEM_INFO* item)
|
|||
firing = 1;
|
||||
if (Lara.Weapons[WEAPON_HK].HasSilencer)
|
||||
{
|
||||
SoundEffect(SFX_HK_SILENCED, 0, 0);
|
||||
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundEffect(SFX_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_HK_FIRE, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1385,12 +1385,12 @@ void BinocularCamera(ITEM_INFO* item)
|
|||
|
||||
if (Lara.Weapons[WEAPON_HK].HasSilencer)
|
||||
{
|
||||
SoundEffect(SFX_HK_SILENCED, 0, 0);
|
||||
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundEffect(SFX_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_HK_FIRE, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1400,12 +1400,12 @@ void BinocularCamera(ITEM_INFO* item)
|
|||
{
|
||||
if (Lara.Weapons[WEAPON_HK].HasSilencer)
|
||||
{
|
||||
SoundEffect(SFX_HK_SILENCED, 0, 0);
|
||||
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundEffect(SFX_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_HK_FIRE, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1414,12 +1414,12 @@ void BinocularCamera(ITEM_INFO* item)
|
|||
firing = 1;
|
||||
if (Lara.Weapons[WEAPON_HK].HasSilencer)
|
||||
{
|
||||
SoundEffect(SFX_HK_SILENCED, 0, 0);
|
||||
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundEffect(SFX_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_HK_FIRE, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
|
||||
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1556,7 +1556,7 @@ void CalculateCamera()
|
|||
//Camera is in a water room, play water sound effect.
|
||||
if ((g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER))
|
||||
{
|
||||
SoundEffect(SFX_UNDERWATER, NULL, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_UNDERWATER, NULL, SFX_ALWAYS);
|
||||
if (Camera.underwater == 0)
|
||||
{
|
||||
Camera.underwater = 1;
|
||||
|
|
|
@ -635,7 +635,7 @@ int ItemPushLara(ITEM_INFO* item, ITEM_INFO* l, COLL_INFO* coll, int spazon, cha
|
|||
|
||||
if ((!Lara.hitFrame) && (!hitSoundTimer))
|
||||
{
|
||||
SoundEffect(SFX_LARA_INJURY_RND, &l->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_INJURY, &l->pos, 0);
|
||||
hitSoundTimer = generateFloat(5, 15);
|
||||
}
|
||||
|
||||
|
|
|
@ -63,24 +63,24 @@ using namespace T5M::Floordata;
|
|||
|
||||
short ShatterSounds[18][10] =
|
||||
{
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_WOOD, SFX_SMASH_WOOD, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_METAL, SFX_SMASH_METAL, SFX_SMASH_METAL, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_METAL, SFX_SMASH_METAL, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_METAL, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_METAL, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS},
|
||||
{SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS, SFX_SMASH_GLASS}};
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_WOOD, SFX_TR5_SMASH_WOOD, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_METAL, SFX_TR5_SMASH_METAL, SFX_TR5_SMASH_METAL, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_METAL, SFX_TR5_SMASH_METAL, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_METAL, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_METAL, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS},
|
||||
{SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS, SFX_TR5_SMASH_GLASS}};
|
||||
|
||||
int KeyTriggerActive;
|
||||
int number_los_rooms;
|
||||
|
@ -2323,7 +2323,7 @@ int GetTargetOnLOS(GAME_VECTOR *src, GAME_VECTOR *dest, int DrawTarget, int firi
|
|||
|
||||
if (Lara.gunType == WEAPON_REVOLVER)
|
||||
{
|
||||
SoundEffect(SFX_REVOLVER, NULL, 0);
|
||||
SoundEffect(SFX_TR4_DESSERT_EAGLE_FIRE, NULL, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3242,7 +3242,7 @@ void PlaySoundTrack(short track, short flags)
|
|||
void RumbleScreen()
|
||||
{
|
||||
if (!(GlobalCounter & 0x1FF))
|
||||
SoundEffect(SFX_KLAXON, 0, 4104);
|
||||
SoundEffect(SFX_TR5_KLAXON, 0, 4104);
|
||||
|
||||
if (RumbleTimer >= 0)
|
||||
RumbleTimer++;
|
||||
|
@ -3331,7 +3331,7 @@ int ExplodeItemNode(ITEM_INFO *item, int Node, int NoXZVel, int bits)
|
|||
Num = bits;
|
||||
if (item->objectNumber == ID_SHOOT_SWITCH1 && (CurrentLevel == 4 || CurrentLevel == 7)) // TODO: remove hardcoded think !
|
||||
{
|
||||
SoundEffect(SFX_SMASH_METAL, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_SMASH_METAL, &item->pos, 0);
|
||||
}
|
||||
else if (Num == 256)
|
||||
{
|
||||
|
|
|
@ -553,7 +553,7 @@ void DoorControl(short itemNumber)
|
|||
else
|
||||
{
|
||||
if (!item->itemFlags[0])
|
||||
SoundEffect(SFX_LIFT_DOORS, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_LIFT_DOORS, &item->pos, 0);
|
||||
item->itemFlags[0] += STEP_SIZE;
|
||||
}
|
||||
}
|
||||
|
@ -562,7 +562,7 @@ void DoorControl(short itemNumber)
|
|||
if (item->itemFlags[0] > 0)
|
||||
{
|
||||
if (item->itemFlags[0] == SECTOR(4))
|
||||
SoundEffect(SFX_LIFT_DOORS, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_LIFT_DOORS, &item->pos, 0);
|
||||
item->itemFlags[0] -= STEP_SIZE;
|
||||
}
|
||||
if (!door->opened)
|
||||
|
|
|
@ -240,7 +240,7 @@ void LaraLocation(ITEM_INFO* item)
|
|||
|
||||
void ExplosionFX(ITEM_INFO* item)
|
||||
{
|
||||
SoundEffect(SFX_EXPLOSION1, NULL, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, NULL, 0);
|
||||
Camera.bounce = -75;
|
||||
FlipEffect = -1;
|
||||
}
|
||||
|
@ -265,7 +265,7 @@ void ActivateCamera(ITEM_INFO* item)
|
|||
|
||||
void PoseidonSFX(ITEM_INFO* item)
|
||||
{
|
||||
SoundEffect(SFX_GRAB_OPEN, NULL, 0);
|
||||
SoundEffect(SFX_TR4_WATER_FLUSHES, NULL, 0);
|
||||
FlipEffect = -1;
|
||||
}
|
||||
|
||||
|
@ -332,7 +332,7 @@ void ControlWaterfallMist(short itemNumber) // ControlWaterfallMist
|
|||
z = item->pos.zPos - phd_cos(item->pos.yRot + ANGLE(180)) * 512 + phd_cos(item->pos.yRot - ANGLE(90)) * 256;
|
||||
|
||||
TriggerWaterfallMist(x, item->pos.yPos, z, item->pos.yRot + ANGLE(180));
|
||||
SoundEffect(SFX_WATERFALL_LOOP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_WATERFALL_LOOP, &item->pos, 0);
|
||||
}
|
||||
|
||||
short DoBloodSplat(int x, int y, int z, short a4, short a5, short roomNumber)
|
||||
|
@ -406,7 +406,7 @@ void Richochet(PHD_3DPOS* pos)
|
|||
target.y = pos->yPos;
|
||||
target.z = pos->zPos;
|
||||
TriggerRicochetSpark(&target, angle / 16, 3, 0);
|
||||
SoundEffect(SFX_LARA_RICOCHET, pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_RICOCHET, pos, 0);
|
||||
}
|
||||
|
||||
void DoLotsOfBlood(int x, int y, int z, int speed, short direction, short roomNumber, int count)
|
||||
|
|
|
@ -935,7 +935,7 @@ void SetupSplash(const SPLASH_SETUP* const setup,int room)
|
|||
soundPosition.xRot = 0;
|
||||
soundPosition.zRot = 0;
|
||||
|
||||
SoundEffect(SFX_LARA_SPLASH, &soundPosition, 0);
|
||||
SoundEffect(SFX_TR4_LARA_SPLASH, &soundPosition, 0);
|
||||
}
|
||||
|
||||
void UpdateSplashes()
|
||||
|
|
|
@ -163,7 +163,7 @@ void DoFlameTorch()
|
|||
if (!(Wibble & 7))
|
||||
TriggerTorchFlame(LaraItem - g_Level.Items.data(), 0);
|
||||
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, (PHD_3DPOS*)&pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, (PHD_3DPOS*)&pos, 0);
|
||||
|
||||
TorchRoom = LaraItem->roomNumber;
|
||||
}
|
||||
|
@ -249,7 +249,7 @@ void TorchControl(short itemNumber)
|
|||
if (!(Wibble & 7))
|
||||
TriggerTorchFlame(itemNumber, 1);
|
||||
TorchRoom = item->roomNumber;
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -633,7 +633,7 @@ int Inventory::DoInventory()
|
|||
// Handle input
|
||||
if (DbInput & IN_DESELECT)
|
||||
{
|
||||
//SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
//SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
// Exit from inventory
|
||||
m_enterObject = NO_ITEM;
|
||||
|
@ -642,7 +642,7 @@ int Inventory::DoInventory()
|
|||
}
|
||||
else if (DbInput & IN_FORWARD && (m_activeRing == INV_RING_WEAPONS && m_rings[INV_RING_PUZZLES].numObjects != 0 || m_activeRing == INV_RING_OPTIONS))
|
||||
{
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
|
||||
int newRing = INV_RING_WEAPONS;
|
||||
if (m_activeRing == INV_RING_WEAPONS)
|
||||
|
@ -657,7 +657,7 @@ int Inventory::DoInventory()
|
|||
}
|
||||
else if (DbInput & IN_BACK && (m_activeRing == INV_RING_PUZZLES || m_activeRing == INV_RING_WEAPONS))
|
||||
{
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
|
||||
int newRing = INV_RING_WEAPONS;
|
||||
if (m_activeRing == INV_RING_WEAPONS)
|
||||
|
@ -672,7 +672,7 @@ int Inventory::DoInventory()
|
|||
}
|
||||
else if (TrInput & IN_LEFT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
|
||||
// Change object left
|
||||
float deltaAngle = 360.0f / m_rings[m_activeRing].numObjects / INV_NUM_FRAMES_ROTATE;
|
||||
|
@ -694,7 +694,7 @@ int Inventory::DoInventory()
|
|||
}
|
||||
else if (TrInput & IN_RIGHT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
|
||||
// Change object right
|
||||
float deltaAngle = 360.0f / m_rings[m_activeRing].numObjects / INV_NUM_FRAMES_ROTATE;
|
||||
|
@ -866,7 +866,7 @@ int Inventory::DoPuzzle()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex > 0)
|
||||
ring->selectedIndex--;
|
||||
}
|
||||
|
@ -874,13 +874,13 @@ int Inventory::DoPuzzle()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex < ring->numActions)
|
||||
ring->selectedIndex++;
|
||||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (ring->actions[ring->selectedIndex] == INV_ACTION_USE)
|
||||
{
|
||||
|
@ -955,7 +955,7 @@ int Inventory::DoWeapon()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex > 0)
|
||||
ring->selectedIndex--;
|
||||
}
|
||||
|
@ -963,13 +963,13 @@ int Inventory::DoWeapon()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex < ring->numActions)
|
||||
ring->selectedIndex++;
|
||||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (ring->actions[ring->selectedIndex] == INV_ACTION_USE)
|
||||
{
|
||||
|
@ -1164,7 +1164,7 @@ bool Inventory::DoCombine()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
|
||||
// Change object left
|
||||
float deltaAngle = 360.0f / combineRing->numObjects / INV_NUM_FRAMES_ROTATE;
|
||||
|
@ -1199,7 +1199,7 @@ bool Inventory::DoCombine()
|
|||
UpdateSceneAndDrawInventory();
|
||||
}
|
||||
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
if (combineRing->currentObject < combineRing->numObjects - 1)
|
||||
combineRing->currentObject++;
|
||||
else
|
||||
|
@ -1209,7 +1209,7 @@ bool Inventory::DoCombine()
|
|||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
// Check if can be combined
|
||||
short currentObject = combineRing->objects[combineRing->currentObject].inventoryObject;
|
||||
|
@ -1220,7 +1220,7 @@ bool Inventory::DoCombine()
|
|||
combination->piece2 == currentObject && combination->piece1 == ring->objects[ring->currentObject].inventoryObject)
|
||||
{
|
||||
// I can do the combination
|
||||
SoundEffect(SFX_MENU_COMBINE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_COMBINE, NULL, 0);
|
||||
combination->combineRoutine(INV_COMBINE_COMBINE, combination->combinedObject);
|
||||
LoadObjects(true);
|
||||
SelectObject(oldRing, combination->combinedObject, 2 * INV_OBJECTS_SCALE);
|
||||
|
@ -1257,7 +1257,7 @@ bool Inventory::DoSepare()
|
|||
if (combination->combinedObject == currentObject)
|
||||
{
|
||||
// Separation can be done
|
||||
SoundEffect(SFX_MENU_COMBINE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_COMBINE, NULL, 0);
|
||||
combination->combineRoutine(INV_COMBINE_SEPARE, combination->combinedObject);
|
||||
LoadObjects(true);
|
||||
SelectObject(m_activeRing, combination->piece1, 2 * INV_OBJECTS_SCALE);
|
||||
|
@ -1344,7 +1344,7 @@ void Inventory::DoSelectAmmo()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
|
||||
// Change object left
|
||||
float deltaAngle = 360.0f / ammoRing->numObjects / INV_NUM_FRAMES_ROTATE;
|
||||
|
@ -1379,7 +1379,7 @@ void Inventory::DoSelectAmmo()
|
|||
UpdateSceneAndDrawInventory();
|
||||
}
|
||||
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
if (ammoRing->currentObject < ammoRing->numObjects - 1)
|
||||
ammoRing->currentObject++;
|
||||
else
|
||||
|
@ -1389,7 +1389,7 @@ void Inventory::DoSelectAmmo()
|
|||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
// Choose ammo
|
||||
switch (ring->objects[ring->currentObject].inventoryObject)
|
||||
|
@ -1463,7 +1463,7 @@ void Inventory::UseCurrentItem()
|
|||
SoundEffect(116, 0, 2);
|
||||
Savegame.Game.HealthUsed++;
|
||||
|
||||
SoundEffect(SFX_MENU_MEDI, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_MEDI, NULL, 0);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -1495,7 +1495,7 @@ void Inventory::UseCurrentItem()
|
|||
SoundEffect(116, 0, 2);
|
||||
Savegame.Game.HealthUsed++;
|
||||
|
||||
SoundEffect(SFX_MENU_MEDI, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_MEDI, NULL, 0);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -1536,7 +1536,7 @@ void Inventory::UseCurrentItem()
|
|||
{
|
||||
m_selectedObject = objectNumber;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -1554,7 +1554,7 @@ void Inventory::UseCurrentItem()
|
|||
{
|
||||
m_selectedObject = objectNumber;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
|
||||
return;
|
||||
}
|
||||
|
@ -1587,7 +1587,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_PISTOLS)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1606,7 +1606,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_UZI)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1625,7 +1625,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_REVOLVER)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1644,7 +1644,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_SHOTGUN)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1663,7 +1663,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_GRENADE_LAUNCHER)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1682,7 +1682,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_HARPOON_GUN)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1701,7 +1701,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_CROSSBOW)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1720,7 +1720,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_HARPOON_GUN)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1739,7 +1739,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_ROCKET_LAUNCHER)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1758,7 +1758,7 @@ void Inventory::UseCurrentItem()
|
|||
if (!Lara.gunStatus && Lara.gunType == WEAPON_HK)
|
||||
Lara.gunStatus = LG_DRAW_GUNS;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1787,7 +1787,7 @@ void Inventory::UseCurrentItem()
|
|||
LaraGun();
|
||||
TrInput = 0;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1897,7 +1897,7 @@ int Inventory::DoTitleInventory()
|
|||
// Handle input
|
||||
if (TrInput & IN_LEFT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
|
||||
// Change object right
|
||||
float deltaAngle = 360.0f / ring->numObjects / INV_NUM_FRAMES_ROTATE;
|
||||
|
@ -1919,7 +1919,7 @@ int Inventory::DoTitleInventory()
|
|||
}
|
||||
else if (TrInput & IN_RIGHT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_ROTATE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, NULL, 0);
|
||||
|
||||
// Change object left
|
||||
float deltaAngle = 360.0f / ring->numObjects / INV_NUM_FRAMES_ROTATE;
|
||||
|
@ -1941,7 +1941,7 @@ int Inventory::DoTitleInventory()
|
|||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (ring->objects[ring->currentObject].inventoryObject == _INV_OBJECT_PASSPORT)
|
||||
{
|
||||
|
@ -2111,13 +2111,13 @@ int Inventory::DoPassport()
|
|||
}
|
||||
else if (DbInput & IN_FORWARD && selectedSavegame > 0)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
selectedSavegame--;
|
||||
continue;
|
||||
}
|
||||
else if (DbInput & IN_BACK && selectedSavegame < MAX_SAVEGAMES - 1)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
selectedSavegame++;
|
||||
continue;
|
||||
}
|
||||
|
@ -2139,7 +2139,7 @@ int Inventory::DoPassport()
|
|||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
//ReadSavegame(selectedSavegame);
|
||||
g_GameFlow->SelectedSaveGame = selectedSavegame;
|
||||
|
@ -2183,13 +2183,13 @@ int Inventory::DoPassport()
|
|||
}
|
||||
else if (DbInput & IN_FORWARD && selectedSavegame > 0)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
selectedSavegame--;
|
||||
continue;
|
||||
}
|
||||
else if (DbInput & IN_BACK && selectedSavegame < MAX_SAVEGAMES - 1)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
selectedSavegame++;
|
||||
continue;
|
||||
}
|
||||
|
@ -2211,7 +2211,7 @@ int Inventory::DoPassport()
|
|||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
// Use the new savegame system
|
||||
char fileName[255];
|
||||
|
@ -2258,13 +2258,13 @@ int Inventory::DoPassport()
|
|||
}
|
||||
else if (DbInput & IN_FORWARD && selectedLevel > 0)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
selectedLevel--;
|
||||
continue;
|
||||
}
|
||||
else if (DbInput & IN_BACK && selectedLevel < g_GameFlow->GetNumLevels() - 1)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
selectedLevel++;
|
||||
continue;
|
||||
}
|
||||
|
@ -2286,7 +2286,7 @@ int Inventory::DoPassport()
|
|||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
result = INV_RESULT_NEW_GAME;
|
||||
g_GameFlow->SelectedLevelForNewGame = selectedLevel + 1;
|
||||
|
@ -2343,7 +2343,7 @@ int Inventory::DoPassport()
|
|||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
result = INV_RESULT_NEW_GAME;
|
||||
moveLeft = false;
|
||||
|
@ -2397,7 +2397,7 @@ int Inventory::DoPassport()
|
|||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
result = INV_RESULT_EXIT_GAME;
|
||||
moveLeft = false;
|
||||
|
@ -2451,7 +2451,7 @@ int Inventory::DoPassport()
|
|||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
result = INV_RESULT_EXIT_TO_TILE;
|
||||
moveLeft = false;
|
||||
|
@ -2599,7 +2599,7 @@ void Inventory::DoControlsSettings()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex > 0)
|
||||
ring->selectedIndex--;
|
||||
}
|
||||
|
@ -2607,13 +2607,13 @@ void Inventory::DoControlsSettings()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex < NUM_CONTROLS + 2 - 1)
|
||||
ring->selectedIndex++;
|
||||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
|
||||
if (ring->selectedIndex == NUM_CONTROLS)
|
||||
{
|
||||
|
@ -2639,7 +2639,7 @@ void Inventory::DoControlsSettings()
|
|||
// If RETURN is pressed, then wait for a new key
|
||||
if (KeyMap[DIK_RETURN] & 0x80)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (!ring->waitingForKey)
|
||||
{
|
||||
|
@ -2749,29 +2749,29 @@ void Inventory::DoGraphicsSettings()
|
|||
switch (ring->selectedIndex)
|
||||
{
|
||||
case INV_DISPLAY_RESOLUTION:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->SelectedVideoMode > 0)
|
||||
ring->SelectedVideoMode--;
|
||||
|
||||
break;
|
||||
|
||||
case INV_DISPLAY_WINDOWED:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.Windowed = !ring->Configuration.Windowed;
|
||||
break;
|
||||
|
||||
case INV_DISPLAY_SHADOWS:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableShadows = !ring->Configuration.EnableShadows;
|
||||
break;
|
||||
|
||||
case INV_DISPLAY_CAUSTICS:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableCaustics = !ring->Configuration.EnableCaustics;
|
||||
break;
|
||||
|
||||
case INV_DISPLAY_VOLUMETRIC_FOG:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableVolumetricFog = !ring->Configuration.EnableVolumetricFog;
|
||||
break;
|
||||
}
|
||||
|
@ -2783,28 +2783,28 @@ void Inventory::DoGraphicsSettings()
|
|||
switch (ring->selectedIndex)
|
||||
{
|
||||
case INV_DISPLAY_RESOLUTION:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->SelectedVideoMode < adapter->DisplayModes.size() - 1)
|
||||
ring->SelectedVideoMode++;
|
||||
break;
|
||||
|
||||
case INV_DISPLAY_WINDOWED:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.Windowed = !ring->Configuration.Windowed;
|
||||
break;
|
||||
|
||||
case INV_DISPLAY_SHADOWS:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableShadows = !ring->Configuration.EnableShadows;
|
||||
break;
|
||||
|
||||
case INV_DISPLAY_CAUSTICS:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableCaustics = !ring->Configuration.EnableCaustics;
|
||||
break;
|
||||
|
||||
case INV_DISPLAY_VOLUMETRIC_FOG:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableVolumetricFog = !ring->Configuration.EnableVolumetricFog;
|
||||
break;
|
||||
}
|
||||
|
@ -2813,7 +2813,7 @@ void Inventory::DoGraphicsSettings()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex > 0)
|
||||
ring->selectedIndex--;
|
||||
}
|
||||
|
@ -2821,13 +2821,13 @@ void Inventory::DoGraphicsSettings()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex < INV_DISPLAY_COUNT)
|
||||
ring->selectedIndex++;
|
||||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (ring->selectedIndex == INV_DISPLAY_APPLY)
|
||||
{
|
||||
|
@ -2849,7 +2849,7 @@ void Inventory::DoGraphicsSettings()
|
|||
}
|
||||
else if (ring->selectedIndex == INV_DISPLAY_CANCEL)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
closeObject = true;
|
||||
break;
|
||||
|
@ -2908,13 +2908,13 @@ void Inventory::DoSoundSettings()
|
|||
switch (ring->selectedIndex)
|
||||
{
|
||||
case INV_SOUND_ENABLED:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableSound = !ring->Configuration.EnableSound;
|
||||
|
||||
break;
|
||||
|
||||
case INV_SOUND_SPECIAL_EFFECTS:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableAudioSpecialEffects = !ring->Configuration.EnableAudioSpecialEffects;
|
||||
break;
|
||||
|
||||
|
@ -2932,7 +2932,7 @@ void Inventory::DoSoundSettings()
|
|||
{
|
||||
ring->Configuration.SfxVolume--;
|
||||
GlobalFXVolume = ring->Configuration.SfxVolume;
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -2945,13 +2945,13 @@ void Inventory::DoSoundSettings()
|
|||
switch (ring->selectedIndex)
|
||||
{
|
||||
case INV_SOUND_ENABLED:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableSound = !ring->Configuration.EnableSound;
|
||||
|
||||
break;
|
||||
|
||||
case INV_SOUND_SPECIAL_EFFECTS:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
ring->Configuration.EnableAudioSpecialEffects = !ring->Configuration.EnableAudioSpecialEffects;
|
||||
break;
|
||||
|
||||
|
@ -2969,7 +2969,7 @@ void Inventory::DoSoundSettings()
|
|||
{
|
||||
ring->Configuration.SfxVolume++;
|
||||
GlobalFXVolume = ring->Configuration.SfxVolume;
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -2979,7 +2979,7 @@ void Inventory::DoSoundSettings()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex > 0)
|
||||
ring->selectedIndex--;
|
||||
}
|
||||
|
@ -2987,13 +2987,13 @@ void Inventory::DoSoundSettings()
|
|||
{
|
||||
closeObject = false;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (ring->selectedIndex < INV_DISPLAY_COUNT)
|
||||
ring->selectedIndex++;
|
||||
}
|
||||
else if (DbInput & IN_SELECT)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (ring->selectedIndex == INV_DISPLAY_APPLY)
|
||||
{
|
||||
|
@ -3015,7 +3015,7 @@ void Inventory::DoSoundSettings()
|
|||
}
|
||||
else if (ring->selectedIndex == INV_DISPLAY_CANCEL)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
closeObject = true;
|
||||
GlobalMusicVolume = oldVolume;
|
||||
|
|
|
@ -595,7 +595,7 @@ int TitleOptions()
|
|||
if (title_selected_option > 1)
|
||||
title_selected_option >>= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goDown)
|
||||
|
@ -603,14 +603,14 @@ int TitleOptions()
|
|||
if (title_selected_option < flag)
|
||||
title_selected_option <<= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goDeselect && title_menu_to_display != title_main_menu)
|
||||
{
|
||||
title_menu_to_display = title_main_menu;
|
||||
title_selected_option = selected_option_bak;
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -618,7 +618,7 @@ int TitleOptions()
|
|||
{
|
||||
if (title_menu_to_display <= 2)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
|
||||
if (title_menu_to_display != 0)
|
||||
{
|
||||
|
@ -765,7 +765,7 @@ void handle_display_setting_input()
|
|||
|
||||
if (goDeselect)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
title_menu_to_display = title_options_menu;
|
||||
title_selected_option = 1;
|
||||
|
@ -777,28 +777,28 @@ void handle_display_setting_input()
|
|||
switch (title_selected_option)
|
||||
{
|
||||
case 1:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (CurrentSettings.videoMode > 0)
|
||||
CurrentSettings.videoMode--;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.Windowed = !CurrentSettings.conf.Windowed;
|
||||
break;
|
||||
|
||||
case 4:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableShadows = !CurrentSettings.conf.EnableShadows;
|
||||
break;
|
||||
|
||||
case 8:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableCaustics = !CurrentSettings.conf.EnableCaustics;
|
||||
break;
|
||||
|
||||
case 16:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableVolumetricFog = !CurrentSettings.conf.EnableVolumetricFog;
|
||||
break;
|
||||
}
|
||||
|
@ -809,28 +809,28 @@ void handle_display_setting_input()
|
|||
switch (title_selected_option)
|
||||
{
|
||||
case 1:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (CurrentSettings.videoMode < adapter->DisplayModes.size() - 1)
|
||||
CurrentSettings.videoMode++;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.Windowed = !CurrentSettings.conf.Windowed;
|
||||
break;
|
||||
|
||||
case 4:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableShadows = !CurrentSettings.conf.EnableShadows;
|
||||
break;
|
||||
|
||||
case 8:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableCaustics = !CurrentSettings.conf.EnableCaustics;
|
||||
break;
|
||||
|
||||
case 16:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableVolumetricFog = !CurrentSettings.conf.EnableVolumetricFog;
|
||||
break;
|
||||
}
|
||||
|
@ -841,7 +841,7 @@ void handle_display_setting_input()
|
|||
if (title_selected_option > 1)
|
||||
title_selected_option >>= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goDown)
|
||||
|
@ -849,12 +849,12 @@ void handle_display_setting_input()
|
|||
if (title_selected_option < settings_flag)
|
||||
title_selected_option <<= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goSelect)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (title_selected_option & (1 << 5))
|
||||
{
|
||||
|
@ -914,7 +914,7 @@ void handle_control_settings_input()
|
|||
if (title_selected_option > 1)
|
||||
title_selected_option >>= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goDown)
|
||||
|
@ -922,14 +922,14 @@ void handle_control_settings_input()
|
|||
if (title_selected_option < settings_flag)
|
||||
title_selected_option <<= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goSelect)
|
||||
{
|
||||
if (title_selected_option & (1 << 18))//apply
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
memcpy(KeyboardLayout[1], CurrentSettings.conf.KeyboardLayout, NUM_CONTROLS);
|
||||
SaveConfiguration();
|
||||
title_menu_to_display = title_options_menu;
|
||||
|
@ -939,7 +939,7 @@ void handle_control_settings_input()
|
|||
|
||||
if (title_selected_option & (1 << 19))//cancel
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
title_menu_to_display = title_options_menu;
|
||||
title_selected_option = 2;
|
||||
return;
|
||||
|
@ -949,7 +949,7 @@ void handle_control_settings_input()
|
|||
|
||||
if (KeyMap[DIK_RETURN])
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
CurrentSettings.waitingForkey = 1;
|
||||
}
|
||||
|
||||
|
@ -1051,13 +1051,13 @@ void handle_sound_settings_input()
|
|||
switch (title_selected_option)
|
||||
{
|
||||
case 1:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableSound = !CurrentSettings.conf.EnableSound;
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableAudioSpecialEffects = !CurrentSettings.conf.EnableAudioSpecialEffects;
|
||||
break;
|
||||
|
||||
|
@ -1069,7 +1069,7 @@ void handle_sound_settings_input()
|
|||
GlobalMusicVolume = CurrentSettings.conf.MusicVolume;
|
||||
if (!db)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
db = 10;
|
||||
}
|
||||
else
|
||||
|
@ -1086,7 +1086,7 @@ void handle_sound_settings_input()
|
|||
GlobalFXVolume = CurrentSettings.conf.SfxVolume;
|
||||
if (!db)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
db = 10;
|
||||
}
|
||||
else
|
||||
|
@ -1102,12 +1102,12 @@ void handle_sound_settings_input()
|
|||
switch (title_selected_option)
|
||||
{
|
||||
case 1:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableSound = !CurrentSettings.conf.EnableSound;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableAudioSpecialEffects = !CurrentSettings.conf.EnableAudioSpecialEffects;
|
||||
break;
|
||||
|
||||
|
@ -1119,7 +1119,7 @@ void handle_sound_settings_input()
|
|||
GlobalMusicVolume = CurrentSettings.conf.MusicVolume;
|
||||
if (!db)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
db = 10;
|
||||
}
|
||||
else
|
||||
|
@ -1136,7 +1136,7 @@ void handle_sound_settings_input()
|
|||
GlobalFXVolume = CurrentSettings.conf.SfxVolume;
|
||||
if (!db)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
db = 10;
|
||||
}
|
||||
else
|
||||
|
@ -1152,7 +1152,7 @@ void handle_sound_settings_input()
|
|||
if (title_selected_option > 1)
|
||||
title_selected_option >>= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goDown)
|
||||
|
@ -1160,12 +1160,12 @@ void handle_sound_settings_input()
|
|||
if (title_selected_option < settings_flag)
|
||||
title_selected_option <<= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goSelect)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (title_selected_option & (1 << 4))
|
||||
{
|
||||
|
@ -1186,7 +1186,7 @@ void handle_sound_settings_input()
|
|||
|
||||
if (title_selected_option & (1 << 5))
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
GlobalMusicVolume = oldVolume;
|
||||
GlobalFXVolume = oldSfxVolume;
|
||||
title_menu_to_display = title_options_menu;
|
||||
|
@ -1245,7 +1245,7 @@ int DoPauseMenu()
|
|||
if (pause_selected_option > 1)
|
||||
pause_selected_option >>= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goDown)
|
||||
|
@ -1253,7 +1253,7 @@ int DoPauseMenu()
|
|||
if (pause_selected_option < pause_flag)
|
||||
pause_selected_option <<= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1263,7 +1263,7 @@ int DoPauseMenu()
|
|||
{
|
||||
pauseMenu = 0;
|
||||
GLOBAL_invMode = IM_NONE;
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
return INV_RESULT_NONE;
|
||||
}
|
||||
|
||||
|
@ -1271,7 +1271,7 @@ int DoPauseMenu()
|
|||
{
|
||||
pause_selected_option = pause_menu_to_display == pause_statistics ? 1 : 2;
|
||||
pause_menu_to_display = pause_main_menu;
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1339,7 +1339,7 @@ void handle_display_setting_input_pause()
|
|||
|
||||
if (goDeselect)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
pause_menu_to_display = pause_options_menu;
|
||||
pause_selected_option = 1;
|
||||
|
@ -1351,28 +1351,28 @@ void handle_display_setting_input_pause()
|
|||
switch (pause_selected_option)
|
||||
{
|
||||
case 1:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (CurrentSettings.videoMode > 0)
|
||||
CurrentSettings.videoMode--;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.Windowed = !CurrentSettings.conf.Windowed;
|
||||
break;
|
||||
|
||||
case 4:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableShadows = !CurrentSettings.conf.EnableShadows;
|
||||
break;
|
||||
|
||||
case 8:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableCaustics = !CurrentSettings.conf.EnableCaustics;
|
||||
break;
|
||||
|
||||
case 16:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableVolumetricFog = !CurrentSettings.conf.EnableVolumetricFog;
|
||||
break;
|
||||
}
|
||||
|
@ -1383,28 +1383,28 @@ void handle_display_setting_input_pause()
|
|||
switch (pause_selected_option)
|
||||
{
|
||||
case 1:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
if (CurrentSettings.videoMode < adapter->DisplayModes.size() - 1)
|
||||
CurrentSettings.videoMode++;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.Windowed = !CurrentSettings.conf.Windowed;
|
||||
break;
|
||||
|
||||
case 4:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableShadows = !CurrentSettings.conf.EnableShadows;
|
||||
break;
|
||||
|
||||
case 8:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableCaustics = !CurrentSettings.conf.EnableCaustics;
|
||||
break;
|
||||
|
||||
case 16:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableVolumetricFog = !CurrentSettings.conf.EnableVolumetricFog;
|
||||
break;
|
||||
}
|
||||
|
@ -1415,7 +1415,7 @@ void handle_display_setting_input_pause()
|
|||
if (pause_selected_option > 1)
|
||||
pause_selected_option >>= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goDown)
|
||||
|
@ -1423,12 +1423,12 @@ void handle_display_setting_input_pause()
|
|||
if (pause_selected_option < pause_flag)
|
||||
pause_selected_option <<= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goSelect)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (pause_selected_option & (1 << 5))
|
||||
{
|
||||
|
@ -1482,7 +1482,7 @@ void handle_control_settings_input_pause()
|
|||
if (pause_selected_option > 1)
|
||||
pause_selected_option >>= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goDown)
|
||||
|
@ -1490,14 +1490,14 @@ void handle_control_settings_input_pause()
|
|||
if (pause_selected_option < pause_flag)
|
||||
pause_selected_option <<= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goSelect)
|
||||
{
|
||||
if (pause_selected_option & (1 << 18))//apply
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
memcpy(KeyboardLayout[1], CurrentSettings.conf.KeyboardLayout, NUM_CONTROLS);
|
||||
SaveConfiguration();
|
||||
pause_menu_to_display = pause_options_menu;
|
||||
|
@ -1507,7 +1507,7 @@ void handle_control_settings_input_pause()
|
|||
|
||||
if (pause_selected_option & (1 << 19))//cancel
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
pause_menu_to_display = pause_options_menu;
|
||||
pause_selected_option = 2;
|
||||
return;
|
||||
|
@ -1517,7 +1517,7 @@ void handle_control_settings_input_pause()
|
|||
|
||||
if (KeyMap[DIK_RETURN])
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
CurrentSettings.waitingForkey = 1;
|
||||
}
|
||||
|
||||
|
@ -1606,13 +1606,13 @@ void handle_sound_settings_input_pause()
|
|||
switch (pause_selected_option)
|
||||
{
|
||||
case 1:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableSound = !CurrentSettings.conf.EnableSound;
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableAudioSpecialEffects = !CurrentSettings.conf.EnableAudioSpecialEffects;
|
||||
break;
|
||||
|
||||
|
@ -1624,7 +1624,7 @@ void handle_sound_settings_input_pause()
|
|||
GlobalMusicVolume = CurrentSettings.conf.MusicVolume;
|
||||
if (!db)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
db = 10;
|
||||
}
|
||||
else
|
||||
|
@ -1641,7 +1641,7 @@ void handle_sound_settings_input_pause()
|
|||
GlobalFXVolume = CurrentSettings.conf.SfxVolume;
|
||||
if (!db)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
db = 10;
|
||||
}
|
||||
else
|
||||
|
@ -1657,12 +1657,12 @@ void handle_sound_settings_input_pause()
|
|||
switch (pause_selected_option)
|
||||
{
|
||||
case 1:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableSound = !CurrentSettings.conf.EnableSound;
|
||||
break;
|
||||
|
||||
case 2:
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
CurrentSettings.conf.EnableAudioSpecialEffects = !CurrentSettings.conf.EnableAudioSpecialEffects;
|
||||
break;
|
||||
|
||||
|
@ -1674,7 +1674,7 @@ void handle_sound_settings_input_pause()
|
|||
GlobalMusicVolume = CurrentSettings.conf.MusicVolume;
|
||||
if (!db)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
db = 10;
|
||||
}
|
||||
else
|
||||
|
@ -1691,7 +1691,7 @@ void handle_sound_settings_input_pause()
|
|||
GlobalFXVolume = CurrentSettings.conf.SfxVolume;
|
||||
if (!db)
|
||||
{
|
||||
SoundEffect(SFX_MENU_CHOOSE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, NULL, 0);
|
||||
db = 10;
|
||||
}
|
||||
else
|
||||
|
@ -1707,7 +1707,7 @@ void handle_sound_settings_input_pause()
|
|||
if (pause_selected_option > 1)
|
||||
pause_selected_option >>= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goDown)
|
||||
|
@ -1715,12 +1715,12 @@ void handle_sound_settings_input_pause()
|
|||
if (pause_selected_option < pause_flag)
|
||||
pause_selected_option <<= 1;
|
||||
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goSelect)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
|
||||
if (pause_selected_option & (1 << 4))
|
||||
{
|
||||
|
@ -1741,7 +1741,7 @@ void handle_sound_settings_input_pause()
|
|||
|
||||
if (pause_selected_option & (1 << 5))
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, NULL, 0);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, NULL, 0);
|
||||
GlobalMusicVolume = oldVolume;
|
||||
GlobalFXVolume = oldSfxVolume;
|
||||
pause_menu_to_display = pause_options_menu;
|
||||
|
@ -2509,7 +2509,7 @@ void use_current_item()
|
|||
if (LaraItem->hitPoints > 1000)
|
||||
LaraItem->hitPoints = 1000;
|
||||
|
||||
SoundEffect(SFX_MENU_MEDI, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_MEDI, 0, SFX_ALWAYS);
|
||||
Savegame.Game.HealthUsed++;
|
||||
}
|
||||
else
|
||||
|
@ -2533,7 +2533,7 @@ void use_current_item()
|
|||
Lara.dpoisoned = 0;
|
||||
LaraItem->hitPoints = 1000;
|
||||
|
||||
SoundEffect(SFX_MENU_MEDI, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_MEDI, 0, SFX_ALWAYS);
|
||||
Savegame.Game.HealthUsed++;
|
||||
}
|
||||
else
|
||||
|
@ -2683,7 +2683,7 @@ void handle_inventry_menu()
|
|||
combine_type_flag = 1;
|
||||
combine_obj1 = rings[RING_INVENTORY]->current_object_list[rings[RING_INVENTORY]->curobjinlist].invitem;
|
||||
combine_obj2 = rings[RING_AMMO]->current_object_list[rings[RING_AMMO]->curobjinlist].invitem;
|
||||
SoundEffect(SFX_MENU_COMBINE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_COMBINE, 0, SFX_ALWAYS);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2694,7 +2694,7 @@ void handle_inventry_menu()
|
|||
|
||||
if (goDeselect)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
combine_ring_fade_dir = 2;
|
||||
goDeselect = 0;
|
||||
}
|
||||
|
@ -2839,12 +2839,12 @@ void handle_inventry_menu()
|
|||
if (goUp && current_selected_option > 0)
|
||||
{
|
||||
current_selected_option--;
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
}
|
||||
else if (goDown && current_selected_option < n - 1)
|
||||
{
|
||||
current_selected_option++;
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (ammo_active)
|
||||
|
@ -2852,13 +2852,13 @@ void handle_inventry_menu()
|
|||
if (goLeft && current_selected_option > 0)
|
||||
{
|
||||
current_selected_option--;
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
if (goRight && current_selected_option < n - 1)
|
||||
{
|
||||
current_selected_option++;
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
}
|
||||
|
||||
current_ammo_type[0] = current_selected_option;
|
||||
|
@ -2867,7 +2867,7 @@ void handle_inventry_menu()
|
|||
if (goSelect)
|
||||
{
|
||||
if (current_options[current_selected_option].type != 5 && current_options[current_selected_option].type != 1)
|
||||
SoundEffect(SFX_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, 0, SFX_ALWAYS);
|
||||
|
||||
switch (current_options[current_selected_option].type)
|
||||
{
|
||||
|
@ -2934,7 +2934,7 @@ void handle_inventry_menu()
|
|||
|
||||
if (goDeselect && ammo_active)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
goDeselect = 0;
|
||||
ammo_active = 0;
|
||||
rings[RING_INVENTORY]->ringactive = 1;
|
||||
|
@ -3455,7 +3455,7 @@ void draw_current_object_list(int ringnum)
|
|||
{
|
||||
if (!rings[ringnum]->objlistmovement)
|
||||
{
|
||||
SoundEffect(SFX_MENU_ROTATE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, 0, SFX_ALWAYS);
|
||||
rings[ringnum]->objlistmovement += 8192;
|
||||
|
||||
if (ammo_selector_flag)
|
||||
|
@ -3467,7 +3467,7 @@ void draw_current_object_list(int ringnum)
|
|||
{
|
||||
if (!rings[ringnum]->objlistmovement)
|
||||
{
|
||||
SoundEffect(SFX_MENU_ROTATE, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_ROTATE, 0, SFX_ALWAYS);
|
||||
rings[ringnum]->objlistmovement -= 8192;
|
||||
|
||||
if (ammo_selector_flag)
|
||||
|
@ -3541,7 +3541,7 @@ int S_CallInventory2()
|
|||
|
||||
if (DbInput & IN_OPTION)
|
||||
{
|
||||
SoundEffect(SFX_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, 0, SFX_ALWAYS);
|
||||
val = 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -199,30 +199,26 @@ void AnimateWaterfalls()
|
|||
}
|
||||
}
|
||||
|
||||
void ControlWaterfall(short itemNumber)
|
||||
void ControlWaterfall(short itemNumber)
|
||||
{
|
||||
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
||||
TriggerActive(item);
|
||||
|
||||
if (itemNumber != 0)
|
||||
{
|
||||
item->status = ITEM_ACTIVE;
|
||||
int dx = item->pos.xPos - LaraItem->pos.xPos;
|
||||
int dy = item->pos.yPos - LaraItem->pos.yPos;
|
||||
int dz = item->pos.zPos - LaraItem->pos.zPos;
|
||||
|
||||
if (item->triggerFlags == 0x29C)
|
||||
{
|
||||
SoundEffect(SFX_D_METAL_KICKOPEN, &item->pos, 0);
|
||||
}
|
||||
else if (item->triggerFlags == 0x309)
|
||||
{
|
||||
SoundEffect(SFX_WATERFALL_LOOP, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
if (dx >= -16384 && dx <= 16384 && dy >= -16384 && dy <= 16384 && dz >= -16384 && dz <= 16384)
|
||||
{
|
||||
if (item->triggerFlags == 2 || item->triggerFlags == 0x29C)
|
||||
if (!(Wibble & 0xC))
|
||||
{
|
||||
item->status = ITEM_INVISIBLE;
|
||||
TriggerWaterfallMist(
|
||||
item->pos.xPos + 68 * phd_sin(item->pos.yRot),
|
||||
item->pos.yPos,
|
||||
item->pos.zPos + 68 * phd_cos(item->pos.yRot),
|
||||
item->pos.yRot >> 4);
|
||||
}
|
||||
|
||||
SoundEffect(SFX_TR4_WATERFALL_LOOP, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -106,7 +106,7 @@ short GunHit(int x, int y, int z, short speed, short yrot, short roomNumber)
|
|||
GetLaraJointPosition(&pos, (25 * GetRandomControl()) / 32768);
|
||||
|
||||
DoBloodSplat(pos.x, pos.y, pos.z, (GetRandomControl() & 3) + 3, LaraItem->pos.yRot, LaraItem->roomNumber);
|
||||
SoundEffect(SFX_LARA_INJURY_RND, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_INJURY, &LaraItem->pos, 0);
|
||||
|
||||
return GunShot(x, y, z, speed, yrot, roomNumber);
|
||||
}
|
||||
|
|
|
@ -495,7 +495,7 @@ void UpdateRopeSwing(ITEM_INFO* item)
|
|||
RopeSwing = 0;
|
||||
}
|
||||
|
||||
SoundEffect(SFX_LARA_ROPE_CREAK, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_ROPE_CREAK, &item->pos, 0);
|
||||
}
|
||||
else if (Lara.ropeLastX < 0 && Lara.ropeFrame == Lara.ropeDFrame)
|
||||
{
|
||||
|
@ -528,7 +528,7 @@ void UpdateRopeSwing(ITEM_INFO* item)
|
|||
RopeSwing = 0;
|
||||
}
|
||||
|
||||
SoundEffect(SFX_LARA_ROPE_CREAK, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_ROPE_CREAK, &item->pos, 0);
|
||||
}
|
||||
else if (Lara.ropeLastX > 0 && Lara.ropeFrame == Lara.ropeDFrame)
|
||||
{
|
||||
|
@ -653,7 +653,7 @@ void LaraClimbRope(ITEM_INFO* item, COLL_INFO* coll)
|
|||
|
||||
if (item->animNumber == LA_ROPE_DOWN && item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
|
||||
{
|
||||
SoundEffect(SFX_LARA_ROPEDOWN_LOOP, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_POLE_LOOP, &LaraItem->pos, 0);
|
||||
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
||||
Lara.ropeFlag = 0;
|
||||
++Lara.ropeSegment;
|
||||
|
|
|
@ -702,5 +702,5 @@ bool Sound_CheckBASSError(const char* message, bool verbose, ...)
|
|||
|
||||
void SayNo()
|
||||
{
|
||||
SoundEffect(SFX_LARA_NO, NULL, SFX_ALWAYS);
|
||||
SoundEffect(SFX_TR4_LARA_NO, NULL, SFX_ALWAYS);
|
||||
}
|
3667
TR5Main/Game/sound.h
3667
TR5Main/Game/sound.h
File diff suppressed because it is too large
Load diff
|
@ -192,7 +192,7 @@ void CrowDoveSwitchControl(short itemNumber)
|
|||
if ((item->meshBits & 2))
|
||||
{
|
||||
ExplodeItemNode(item, 1, 0, 0x100);
|
||||
SoundEffect(SFX_RAVENSWITCH_EXP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_RAVENSWITCH_EXP, &item->pos, 0);
|
||||
item->meshBits = 5;
|
||||
RemoveActiveItem(itemNumber);
|
||||
item->itemFlags[0] = 1; // I use this for not making it activable again by trigger
|
||||
|
@ -753,7 +753,7 @@ void TurnSwitchControl(short itemNum)
|
|||
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 58 &&
|
||||
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 115)
|
||||
{
|
||||
SoundEffect(SFX_PUSHABLE_SOUND, &item->pos, 2);
|
||||
SoundEffect(SFX_TR4_PUSHABLE_SOUND, &item->pos, 2);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -780,7 +780,7 @@ void TurnSwitchControl(short itemNum)
|
|||
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 58 &&
|
||||
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 115)
|
||||
{
|
||||
SoundEffect(SFX_PUSHABLE_SOUND, &item->pos, 2);
|
||||
SoundEffect(SFX_TR4_PUSHABLE_SOUND, &item->pos, 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1394,43 +1394,44 @@ void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|||
}
|
||||
}
|
||||
|
||||
void CogSwitchControl(short itemNum)
|
||||
void CogSwitchControl(short itemNumber)
|
||||
{
|
||||
ITEM_INFO* item = &g_Level.Items[itemNum];
|
||||
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
||||
|
||||
AnimateItem(item);
|
||||
|
||||
|
||||
if (item->currentAnimState == 1)
|
||||
{
|
||||
if (item->goalAnimState == 1 && !(TrInput & IN_ACTION))
|
||||
{
|
||||
LaraItem->goalAnimState = LS_COGWHEEL_UNGRAB;
|
||||
LaraItem->goalAnimState = LS_STOP;
|
||||
item->goalAnimState = 0;
|
||||
}
|
||||
|
||||
if (LaraItem->animNumber == LA_COGWHEEL_PULL)
|
||||
{
|
||||
if (LaraItem->frameNumber == (g_Level.Anims[LA_COGWHEEL_PULL].frameBase + 10))
|
||||
if (LaraItem->frameNumber == g_Level.Anims[LA_COGWHEEL_PULL].frameBase + 10)
|
||||
{
|
||||
ITEM_INFO* it = (ITEM_INFO*)Lara.generalPtr;
|
||||
it->itemFlags[0] = 40;
|
||||
Lara.generalPtr = (ITEM_INFO*)it;
|
||||
SoundEffect(SFX_STONE_SCRAPE_FAST, &it->pos, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd && LaraItem->animNumber != LA_COGWHEEL_RELEASE)
|
||||
if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
|
||||
{
|
||||
item->currentAnimState = 0;
|
||||
item->status = ITEM_NOT_ACTIVE;
|
||||
RemoveActiveItem(itemNum);
|
||||
// LaraItem->animNumber = LA_STAND_SOLID;
|
||||
// LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase;
|
||||
LaraItem->goalAnimState = LS_COGWHEEL_UNGRAB;
|
||||
// LaraItem->currentAnimState = LS_STOP;
|
||||
// Lara.gunStatus = LG_NO_ARMS; /*must add this as an anim command instead to avoid trouble!*/
|
||||
|
||||
RemoveActiveItem(itemNumber);
|
||||
|
||||
LaraItem->animNumber = LA_STAND_SOLID;
|
||||
LaraItem->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
||||
LaraItem->goalAnimState = LS_STOP;
|
||||
LaraItem->currentAnimState = LS_STOP;
|
||||
Lara.gunStatus = LG_NO_ARMS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -968,7 +968,7 @@ void UpdateGunShells()
|
|||
int ceiling = GetCeiling(floor, gs->pos.xPos, gs->pos.yPos, gs->pos.zPos);
|
||||
if (gs->pos.yPos < ceiling)
|
||||
{
|
||||
SoundEffect(SFX_LARA_SHOTGUN_SHELL, &gs->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_SHOTGUN_SHELL, &gs->pos, 0);
|
||||
gs->speed -= 4;
|
||||
|
||||
if (gs->speed < 8)
|
||||
|
@ -984,7 +984,7 @@ void UpdateGunShells()
|
|||
int height = GetFloorHeight(floor, gs->pos.xPos, gs->pos.yPos, gs->pos.zPos);
|
||||
if (gs->pos.yPos >= height)
|
||||
{
|
||||
SoundEffect(SFX_LARA_SHOTGUN_SHELL, &gs->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_SHOTGUN_SHELL, &gs->pos, 0);
|
||||
gs->speed -= 8;
|
||||
if (gs->speed >= 8)
|
||||
{
|
||||
|
@ -1046,7 +1046,7 @@ void LaraBubbles(ITEM_INFO* item)
|
|||
PHD_VECTOR pos;
|
||||
int num, i;
|
||||
|
||||
SoundEffect(SFX_LARA_BUBBLES, &item->pos, 1);
|
||||
SoundEffect(SFX_TR4_LARA_BUBBLES, &item->pos, 1);
|
||||
|
||||
pos.x = 0;
|
||||
|
||||
|
@ -1349,7 +1349,7 @@ void TriggerShockwave(PHD_3DPOS* pos, short innerRad, short outerRad, int speed,
|
|||
sptr->b = b;
|
||||
sptr->life = life;
|
||||
|
||||
SoundEffect(SFX_IMP_STONE_HIT, pos, 0);
|
||||
SoundEffect(SFX_TR5_IMP_STONE_HIT, pos, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -68,7 +68,7 @@ void FlameEmitterControl(short itemNumber)
|
|||
if ((flags & 7) == 2 || (flags & 7) == 7)
|
||||
{
|
||||
PHD_3DPOS* pos = &item->pos;
|
||||
SoundEffect(SFX_D_METAL_CAGE_OPEN, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_FLAME_EMITTER, &item->pos, 0);
|
||||
TriggerSuperJetFlame(item, -256 - (3072 * GlobalCounter & 0x1C00), GlobalCounter & 1);
|
||||
g = (GetRandomControl() & 0x1F) + 96;
|
||||
r = (GetRandomControl() & 0x3F) + 192;
|
||||
|
@ -110,7 +110,7 @@ void FlameEmitterControl(short itemNumber)
|
|||
|
||||
if (item->itemFlags[1])
|
||||
{
|
||||
SoundEffect(SFX_D_METAL_CAGE_OPEN, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_FLAME_EMITTER, &item->pos, 0);
|
||||
|
||||
if (item->itemFlags[1] <= -8192)
|
||||
TriggerSuperJetFlame(item, -256 - (3072 * GlobalCounter & 0x1C00), GlobalCounter & 1);
|
||||
|
@ -131,7 +131,7 @@ void FlameEmitterControl(short itemNumber)
|
|||
}
|
||||
}
|
||||
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -142,7 +142,7 @@ void FlameEmitterControl(short itemNumber)
|
|||
falloff = 16 - (GetRandomControl() & 1);
|
||||
TriggerDynamicLight(item->pos.xPos, item->pos.yPos, item->pos.zPos, falloff, r, g, 0);
|
||||
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
|
||||
if (!Lara.burn
|
||||
&& item->triggerFlags != 33
|
||||
|
@ -204,7 +204,7 @@ void FlameEmitter2Control(short itemNumber)
|
|||
TriggerDynamicLight(item->pos.xPos, item->pos.yPos, item->pos.zPos, 10, r, g, 0);
|
||||
}
|
||||
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -266,7 +266,7 @@ void FlameControl(short fxNumber)
|
|||
int wh = GetWaterHeight(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, fx->roomNumber);
|
||||
if (wh == NO_HEIGHT || fx->pos.yPos <= wh || Lara.burnBlue)
|
||||
{
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &fx->pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &fx->pos, 0);
|
||||
|
||||
LaraItem->hitPoints -= 7;
|
||||
LaraItem->hitStatus = true;
|
||||
|
@ -316,7 +316,7 @@ void FallingBlockCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|||
{
|
||||
if (!((item->pos.xPos ^ l->pos.xPos) & 0xFFFFFC00) && !((l->pos.zPos ^ item->pos.zPos) & 0xFFFFFC00))
|
||||
{
|
||||
SoundEffect(SFX_ROCK_FALL_CRUMBLE, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_ROCK_FALL_CRUMBLE, &item->pos, 0);
|
||||
AddActiveItem(itemNum);
|
||||
|
||||
item->itemFlags[0] = 0;
|
||||
|
@ -534,7 +534,7 @@ void WreckingBallControl(short itemNumber)
|
|||
}
|
||||
if (item->itemFlags[0] == 1)
|
||||
{
|
||||
SoundEffect(SFX_GRAB_MOTOR_B_LP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_J_GRAB_MOTOR_B_LP, &item->pos, 0);
|
||||
adx = abs(dx);
|
||||
if (adx >= 32)
|
||||
adx = 32;
|
||||
|
@ -553,7 +553,7 @@ void WreckingBallControl(short itemNumber)
|
|||
}
|
||||
if (item->itemFlags[0] == 2)
|
||||
{
|
||||
SoundEffect(SFX_GRAB_MOTOR_B_LP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_J_GRAB_MOTOR_B_LP, &item->pos, 0);
|
||||
adz = abs(dz);
|
||||
if (adz >= 32)
|
||||
adz = 32;
|
||||
|
@ -573,7 +573,7 @@ void WreckingBallControl(short itemNumber)
|
|||
if (item->itemFlags[1] == -1 && (oldX != item->pos.xPos || oldZ != item->pos.zPos))
|
||||
{
|
||||
item->itemFlags[1] = 0;
|
||||
SoundEffect(SFX_GRAB_MOTOR_A, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_J_GRAB_MOTOR_A, &item->pos, 0);
|
||||
}
|
||||
if ((item->pos.xPos & 0x3FF) == 512 && (item->pos.zPos & 0x3FF) == 512)
|
||||
item->itemFlags[0] = 0;
|
||||
|
@ -581,8 +581,8 @@ void WreckingBallControl(short itemNumber)
|
|||
{
|
||||
if (item->itemFlags[1] != -1)
|
||||
{
|
||||
StopSoundEffect(SFX_GRAB_MOTOR_B_LP);
|
||||
SoundEffect(SFX_GRAB_MOTOR_C, &item->pos, 0);
|
||||
StopSoundEffect(SFX_TR5_J_GRAB_MOTOR_B_LP);
|
||||
SoundEffect(SFX_TR5_J_GRAB_MOTOR_C, &item->pos, 0);
|
||||
}
|
||||
item->itemFlags[1] = 1;
|
||||
item->triggerFlags = 30;
|
||||
|
@ -600,7 +600,7 @@ void WreckingBallControl(short itemNumber)
|
|||
}
|
||||
else if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
|
||||
{
|
||||
SoundEffect(SFX_GRAB_DROP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_J_GRAB_DROP, &item->pos, 0);
|
||||
++item->itemFlags[1];
|
||||
item->fallspeed = 6;
|
||||
item->pos.yPos += item->fallspeed;
|
||||
|
@ -637,12 +637,12 @@ void WreckingBallControl(short itemNumber)
|
|||
item->pos.yPos += item->fallspeed;
|
||||
if (item->pos.yPos < item2->pos.yPos + 1644)
|
||||
{
|
||||
StopSoundEffect(SFX_GRAB_WINCH_UP_LP);
|
||||
StopSoundEffect(SFX_TR5_J_GRAB_WINCH_UP_LP);
|
||||
item->itemFlags[0] = 1;
|
||||
item->pos.yPos = item2->pos.yPos + 1644;
|
||||
if (item->fallspeed < -32)
|
||||
{
|
||||
SoundEffect(SFX_GRAB_IMPACT, &item->pos, 4104);
|
||||
SoundEffect(SFX_TR5_J_GRAB_IMPACT, &item->pos, 4104);
|
||||
item->fallspeed = -item->fallspeed / 8;
|
||||
BounceCamera(item, 16, 8192);
|
||||
}
|
||||
|
@ -655,7 +655,7 @@ void WreckingBallControl(short itemNumber)
|
|||
}
|
||||
else if (!item->itemFlags[0])
|
||||
{
|
||||
SoundEffect(SFX_GRAB_WINCH_UP_LP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_J_GRAB_WINCH_UP_LP, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
item2->pos.xPos = item->pos.xPos;
|
||||
|
@ -899,7 +899,7 @@ void FlameEmitter3Control(short itemNumber)
|
|||
{
|
||||
// Electricity bolts
|
||||
|
||||
SoundEffect(SFX_2GUNTEX_HIT_GUNS, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_ELEC_ARCING_LOOP, &item->pos, 0);
|
||||
|
||||
byte g = (GetRandomControl() & 0x3F) + 192;
|
||||
byte b = (GetRandomControl() & 0x3F) + 192;
|
||||
|
@ -1005,7 +1005,7 @@ void FlameEmitter3Control(short itemNumber)
|
|||
TriggerFireFlame(x + item->pos.xPos, item->pos.yPos, z + item->pos.zPos, -1, 2);
|
||||
}
|
||||
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
|
||||
TriggerDynamicLight(x, item->pos.yPos, z, 12, (GetRandomControl() & 0x3F) + 192, ((GetRandomControl() / 16) & 0x1F) + 96, 0);
|
||||
|
||||
|
|
|
@ -147,7 +147,7 @@ void ElectricityWiresControl(short itemNumber)
|
|||
|
||||
if (TriggerActive(item))
|
||||
{
|
||||
SoundEffect(SFX_ELECTRIC_WIRES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_ELECTRIC_WIRES, &item->pos, 0);
|
||||
|
||||
counter = (abs(LaraItem->pos.xPos - item->pos.xPos) > 2048)
|
||||
+ (abs(LaraItem->pos.zPos - item->pos.zPos) > 2048)
|
||||
|
@ -265,7 +265,7 @@ void ElectricityWiresControl(short itemNumber)
|
|||
{
|
||||
if (LaraItem->hitPoints > 32)
|
||||
{
|
||||
SoundEffect(SFX_LARA_ELECTRIC_CRACKLES, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_ELECTRIC_CRACKLES, &LaraItem->pos, 0);
|
||||
TriggerLaraElectricitySparks(0);
|
||||
TriggerLaraElectricitySparks(1);
|
||||
TriggerDynamicLight(pos1.x, pos1.y, pos1.z, 8, 0, GetRandomControl() & 0x7F, (GetRandomControl() & 0x3F) + 128);
|
||||
|
|
|
@ -19,7 +19,7 @@ static void XianDamage(ITEM_INFO* item, CREATURE_INFO* xian, int damage)
|
|||
LaraItem->hitStatus = true;
|
||||
CreatureEffect(item, &spearRightBite, DoBloodSplat);
|
||||
xian->flags |= 1;
|
||||
SoundEffect(SFX_TR2_CRUNCH3, &item->pos, 0);
|
||||
SoundEffect(SFX_TR2_CRUNCH2, &item->pos, 0);
|
||||
}
|
||||
|
||||
if (!(xian->flags & 2) && (item->touchBits & 0x800))
|
||||
|
@ -28,7 +28,7 @@ static void XianDamage(ITEM_INFO* item, CREATURE_INFO* xian, int damage)
|
|||
LaraItem->hitStatus = true;
|
||||
CreatureEffect(item, &spearLeftBite, DoBloodSplat);
|
||||
xian->flags |= 2;
|
||||
SoundEffect(SFX_TR2_CRUNCH3, &item->pos, 0);
|
||||
SoundEffect(SFX_TR2_CRUNCH2, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -55,8 +55,8 @@ void SwordGuardianControl(short itemNum)
|
|||
if (item->currentAnimState != 12)
|
||||
{
|
||||
//item->meshBits >>= 1;
|
||||
SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_EXPLOSION2, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION2, &LaraItem->pos, 0);
|
||||
//item->meshBits = 0xFFFFFFFF;
|
||||
//item->objectNumber = ID_SAS;
|
||||
ExplodingDeath(itemNum, -1, 256);
|
||||
|
|
|
@ -602,7 +602,7 @@ int SpeedBoatDynamics(short itemNum)
|
|||
{
|
||||
LaraItem->hitPoints -= boat->speed;
|
||||
LaraItem->hitStatus = 1;
|
||||
SoundEffect(SFX_TR2_LARA_GETTING_HURT, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_INJURY, &LaraItem->pos, 0);
|
||||
newspeed /= 2;
|
||||
boat->speed /= 2;
|
||||
}
|
||||
|
@ -1030,7 +1030,7 @@ void SpeedBoatControl(short itemNumber)
|
|||
binfo->pitch += ((pitch - binfo->pitch) / 4);
|
||||
|
||||
if (boat->speed > 8)
|
||||
SoundEffect(SFX_TR2_BOAT_HIGH_ENGINE_RPM, &boat->pos, 4 + ((0x10000 - (BOAT_MAX_SPEED - binfo->pitch) * 100) * 256));
|
||||
SoundEffect(SFX_TR2_BOAT_ACCELERATE, &boat->pos, 4 + ((0x10000 - (BOAT_MAX_SPEED - binfo->pitch) * 100) * 256));
|
||||
else if (drive)
|
||||
SoundEffect(SFX_TR2_BOAT_IDLE, &boat->pos, 4 + ((0x10000 - (BOAT_MAX_SPEED - binfo->pitch) * 100) * 256));
|
||||
|
||||
|
|
|
@ -212,8 +212,8 @@ void SkidooExplode(ITEM_INFO* skidoo)
|
|||
// KillItem(Lara.Vehicle);
|
||||
skidoo->status = ITEM_DEACTIVATED;
|
||||
|
||||
SoundEffect(SFX_EXPLOSION1, 0, 0);
|
||||
SoundEffect(SFX_EXPLOSION2, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION2, 0, 0);
|
||||
|
||||
Lara.Vehicle = NO_ITEM;
|
||||
}
|
||||
|
@ -294,7 +294,7 @@ bool SkidooCheckGetOff()
|
|||
LaraItem->pos.yPos -= 200;
|
||||
LaraItem->fallspeed = skidoo->fallspeed;
|
||||
LaraItem->speed = skidoo->speed;
|
||||
SoundEffect(SFX_LARA_FALL, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_FALL, &LaraItem->pos, 0);
|
||||
}
|
||||
|
||||
LaraItem->pos.xRot = LaraItem->pos.zRot = 0;
|
||||
|
@ -989,13 +989,13 @@ bool SkidooControl()
|
|||
skinfo->trackMesh = ((skinfo->trackMesh & 3) == 1) ? 2 : 1;
|
||||
|
||||
skinfo->pitch += (pitch - skinfo->pitch) / 4;
|
||||
SoundEffect(SFX_TR2_SNOWMOBILE_HIGH_ENGINE_RPM, &skidoo->pos, 4 + ((0x10000 - (SKIDOO_MAX_SPEED - skinfo->pitch) * 100) * 256));
|
||||
SoundEffect(SFX_TR2_SKIDOO_ACCELERATE, &skidoo->pos, 4 + ((0x10000 - (SKIDOO_MAX_SPEED - skinfo->pitch) * 100) * 256));
|
||||
}
|
||||
else
|
||||
{
|
||||
skinfo->trackMesh = 0;
|
||||
if (!drive)
|
||||
SoundEffect(SFX_TR2_SNOWMOBILE_IDLE, &skidoo->pos, 0);
|
||||
SoundEffect(SFX_TR2_SKIDOO_IDLE, &skidoo->pos, 0);
|
||||
skinfo->pitch = 0;
|
||||
}
|
||||
skidoo->floor = height;
|
||||
|
|
|
@ -320,7 +320,7 @@ void MPStickControl(short itemNumber)
|
|||
LaraItem->hitPoints -= 80;
|
||||
LaraItem->hitStatus = 1;
|
||||
CreatureEffect(item, &mpstickBite1, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
|
||||
creature->flags = 1;
|
||||
}
|
||||
|
@ -337,7 +337,7 @@ void MPStickControl(short itemNumber)
|
|||
enemy->hitStatus = 1;
|
||||
creature->flags = 1;
|
||||
CreatureEffect(item, &mpstickBite1, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -359,7 +359,7 @@ void MPStickControl(short itemNumber)
|
|||
LaraItem->hitPoints -= 80;
|
||||
LaraItem->hitStatus = 1;
|
||||
CreatureEffect(item, &mpstickBite1, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
|
||||
creature->flags = 1;
|
||||
}
|
||||
|
@ -376,7 +376,7 @@ void MPStickControl(short itemNumber)
|
|||
enemy->hitStatus = 1;
|
||||
creature->flags = 1;
|
||||
CreatureEffect(item, &mpstickBite1, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -419,7 +419,7 @@ void MPStickControl(short itemNumber)
|
|||
enemy->hitStatus = 1;
|
||||
creature->flags = 2;
|
||||
CreatureEffect(item, &mpstickBite1, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -438,7 +438,7 @@ void MPStickControl(short itemNumber)
|
|||
LaraItem->hitPoints -= 150;
|
||||
LaraItem->hitStatus = 1;
|
||||
CreatureEffect(item, &mpstickBite2, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
|
||||
creature->flags = 1;
|
||||
}
|
||||
|
@ -455,7 +455,7 @@ void MPStickControl(short itemNumber)
|
|||
enemy->hitStatus = 1;
|
||||
creature->flags = 1;
|
||||
CreatureEffect(item, &mpstickBite2, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -110,7 +110,7 @@ static void ShivaDamage(ITEM_INFO* item, CREATURE_INFO* shiva, int damage)
|
|||
LaraItem->hitStatus = true;
|
||||
CreatureEffect(item, &shivaRightBite, DoBloodSplat);
|
||||
shiva->flags = 1;
|
||||
SoundEffect(SFX_TR2_CRUNCH3, &item->pos, 0);
|
||||
SoundEffect(SFX_TR2_CRUNCH2, &item->pos, 0);
|
||||
}
|
||||
|
||||
if (!(shiva->flags) && (item->touchBits & 0x2400))
|
||||
|
@ -119,7 +119,7 @@ static void ShivaDamage(ITEM_INFO* item, CREATURE_INFO* shiva, int damage)
|
|||
LaraItem->hitStatus = true;
|
||||
CreatureEffect(item, &shivaLeftBite, DoBloodSplat);
|
||||
shiva->flags = 1;
|
||||
SoundEffect(SFX_TR2_CRUNCH3, &item->pos, 0);
|
||||
SoundEffect(SFX_TR2_CRUNCH2, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -83,7 +83,7 @@ void FireBigGun(ITEM_INFO *obj)
|
|||
for (int i = 0; i < 5; i++)
|
||||
TriggerGunSmoke(pos.x, pos.y, pos.z, 0, 0, 0, 1, WEAPON_ROCKET_LAUNCHER, 32);
|
||||
|
||||
SoundEffect(SFX_EXPLOSION1, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, 0, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -155,8 +155,8 @@ static void QuadbikeExplode(ITEM_INFO* item)
|
|||
TriggerShockwave(&PHD_3DPOS(item->pos.xPos, item->pos.yPos - 128, item->pos.zPos, 0, item->pos.yRot, 0), 50, 180, 40, generateFloat(160, 200), 60, 60, 64, generateFloat(0, 359), 0);
|
||||
item->status = ITEM_DEACTIVATED;
|
||||
|
||||
SoundEffect(SFX_EXPLOSION1, NULL, 0);
|
||||
SoundEffect(SFX_EXPLOSION2, NULL, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, NULL, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION2, NULL, 0);
|
||||
|
||||
Lara.Vehicle = NO_ITEM;
|
||||
}
|
||||
|
|
|
@ -437,7 +437,7 @@ static int RubberBoatDynamics(short boat_number)
|
|||
{
|
||||
LaraItem->hitPoints -= boat->speed;
|
||||
LaraItem->hitStatus = 1;
|
||||
SoundEffect(SFX_LARA_INJURY_RND, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_INJURY, &LaraItem->pos, 0);
|
||||
newspeed /= 2;
|
||||
boat->speed /= 2;
|
||||
}
|
||||
|
|
|
@ -59,7 +59,7 @@ void GuideControl(short itemNumber)
|
|||
GetJointAbsPosition(item, &pos, guideBiteInfo1.meshNum);
|
||||
|
||||
AddFire(pos.x, pos.y, pos.z, 0, item->roomNumber, 0);
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
TriggerFireFlame(pos.x, pos.y - 40, pos.z, -1, 7);
|
||||
|
||||
short random = GetRandomControl();
|
||||
|
|
|
@ -233,8 +233,8 @@ void SentryGunControl(short itemNum)
|
|||
for (int i = 0; i < 2; i++)
|
||||
TriggerExplosionSparks(item->pos.xPos, item->pos.yPos - 768, item->pos.zPos, 3, -1, 0, item->roomNumber);
|
||||
|
||||
SoundEffect(SFX_EXPLOSION1, &item->pos, 25165828);
|
||||
SoundEffect(SFX_EXPLOSION2, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, 25165828);
|
||||
SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -590,7 +590,7 @@ void SkeletonControl(short itemNumber)
|
|||
LaraItem->hitPoints -= 80;
|
||||
LaraItem->hitStatus = true;
|
||||
CreatureEffect2(item, &skeletonBite, 15, -1, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
creature->flags = 1;
|
||||
}
|
||||
}
|
||||
|
@ -651,7 +651,7 @@ void SkeletonControl(short itemNumber)
|
|||
LaraItem->hitStatus = true;
|
||||
CreatureEffect2(item, &skeletonBite, 10, item->pos.yRot, DoBloodSplat);
|
||||
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
|
||||
creature->flags = 1;
|
||||
}
|
||||
|
|
|
@ -64,7 +64,7 @@ void SphinxControl(short itemNumber)
|
|||
if (((mesh->z / 1024) == (z / 1024)) && ((mesh->x / 1024) == (x / 1024)) && mesh->staticNumber >= 50)
|
||||
{
|
||||
ShatterObject(NULL, mesh, -64, item->roomNumber, 0);
|
||||
SoundEffect(SFX_SMASH_ROCK, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_HIT_ROCK, &item->pos, 0);
|
||||
|
||||
mesh->flags &= ~0x100;
|
||||
floor->stopper = false;
|
||||
|
|
|
@ -25,7 +25,7 @@ void ElementPuzzleControl(short itemNumber)
|
|||
|
||||
if (item->triggerFlags == 1)
|
||||
{
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
|
||||
byte r = (GetRandomControl() & 0x3F) + 192;
|
||||
byte g = (GetRandomControl() & 0x1F) + 96;
|
||||
|
|
|
@ -15,7 +15,7 @@ void LaraDoubleControl(short itemNum)
|
|||
{
|
||||
ITEM_INFO* item = &g_Level.Items[itemNum];
|
||||
|
||||
SoundEffect(SFX_TR4_METAL_SCRAPE_LOOP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_METAL_SCRAPE_LOOP1, &item->pos, 0);
|
||||
|
||||
if (CreatureActive(itemNum))
|
||||
{
|
||||
|
|
|
@ -23,9 +23,9 @@ void MineControl(short itemNum)
|
|||
int num = GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD, Matrix::Identity);
|
||||
if (item->itemFlags[0] >= 150)
|
||||
{
|
||||
SoundEffect(SFX_EXPLOSION1, &item->pos, 0);
|
||||
SoundEffect(SFX_EXPLOSION2, &item->pos, 0);
|
||||
SoundEffect(SFX_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
|
||||
|
||||
if (num > 0)
|
||||
{
|
||||
|
@ -85,7 +85,7 @@ void MineControl(short itemNum)
|
|||
sphere++;
|
||||
}
|
||||
|
||||
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ void SlicerDicerControl(short itemNum)
|
|||
ITEM_INFO* item = &g_Level.Items[itemNum];
|
||||
|
||||
SoundEffect(SFX_TR4_METAL_SCRAPE_LOOP1, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_METAL_SCRAPE_LOOP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_METAL_SCRAPE_LOOP2, &item->pos, 0);
|
||||
|
||||
int factor = 4608 * phd_cos(item->triggerFlags) * phd_cos(item->pos.yRot);
|
||||
|
||||
|
|
|
@ -23,7 +23,7 @@ void ControlSpikyWall(short itemNum)
|
|||
if (GetFloorHeight(floor, x, item->pos.yPos, z) != item->pos.yPos)
|
||||
{
|
||||
item->status = ITEM_DEACTIVATED;
|
||||
StopSoundEffect(SFX_ROLLING_BALL);
|
||||
StopSoundEffect(SFX_TR4_ROLLING_BALL);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -31,7 +31,7 @@ void ControlSpikyWall(short itemNum)
|
|||
item->pos.zPos = z;
|
||||
if (roomNumber != item->roomNumber)
|
||||
ItemNewRoom(itemNum, roomNumber);
|
||||
SoundEffect(SFX_ROLLING_BALL, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_ROLLING_BALL, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -667,8 +667,8 @@ static void JeepExplode(ITEM_INFO* item)
|
|||
ExplodingDeath(Lara.Vehicle, -1, 256);
|
||||
KillItem(Lara.Vehicle);
|
||||
item->status = ITEM_DEACTIVATED;
|
||||
SoundEffect(SFX_EXPLOSION1, 0, 0);
|
||||
SoundEffect(SFX_EXPLOSION2, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, 0, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION2, 0, 0);
|
||||
Lara.Vehicle = NO_ITEM;
|
||||
}
|
||||
|
||||
|
|
|
@ -548,8 +548,8 @@ static void MotorBikeExplode(ITEM_INFO* item)
|
|||
LaraItem->hitPoints = 0;
|
||||
item->status = ITEM_DEACTIVATED;
|
||||
|
||||
SoundEffect(SFX_EXPLOSION1, NULL, 0);
|
||||
SoundEffect(SFX_EXPLOSION2, NULL, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, NULL, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION2, NULL, 0);
|
||||
|
||||
Lara.Vehicle = NO_ITEM;
|
||||
}
|
||||
|
|
|
@ -225,6 +225,6 @@ void UpdateBats()
|
|||
{
|
||||
BAT_STRUCT* bat = &Bats[minIndex];
|
||||
if (!(GetRandomControl() & 4))
|
||||
SoundEffect(SFX_BATS_1, &bat->pos, 0);
|
||||
SoundEffect(SFX_TR5_BATS_1, &bat->pos, 0);
|
||||
}
|
||||
}
|
|
@ -136,6 +136,6 @@ void DartEmitterControl(short itemNumber)
|
|||
|
||||
AddActiveItem(dartItemNumber);
|
||||
dartItem->status = ITEM_ACTIVE;
|
||||
SoundEffect(SFX_LIFT_DOORS, &dartItem->pos, 0);
|
||||
SoundEffect(SFX_TR4_DART_SPITT, &dartItem->pos, 0);
|
||||
}
|
||||
}
|
|
@ -286,12 +286,12 @@ void UpdateRats()
|
|||
{
|
||||
AddWaterSparks(rat->pos.xPos, r->maxceiling, rat->pos.zPos, 16);
|
||||
SetupRipple(rat->pos.xPos, r->maxceiling, rat->pos.zPos, (GetRandomControl() & 3) + 48, 2, Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_RIPPLES);
|
||||
SoundEffect(SFX_RATSPLASH, &rat->pos, 0);
|
||||
SoundEffect(SFX_TR5_RATSPLASH, &rat->pos, 0);
|
||||
}
|
||||
}
|
||||
|
||||
if (!i && !(GetRandomControl() & 4))
|
||||
SoundEffect(SFX_RATS_1, &rat->pos, 0);
|
||||
SoundEffect(SFX_TR5_RATS_1, &rat->pos, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -253,7 +253,7 @@ void UpdateSpiders()
|
|||
}
|
||||
|
||||
if (!i && !(GetRandomControl() & 4))
|
||||
SoundEffect(SFX_BEETLES, &spider->pos, 0);
|
||||
SoundEffect(SFX_TR5_BEETLES, &spider->pos, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -100,7 +100,7 @@ void AutoGunsControl(short itemNumber)
|
|||
|
||||
if (abs(angle1) < 1024 && abs(angle2) < 1024 && los)
|
||||
{
|
||||
SoundEffect(SFX_HK_FIRE, &item->pos, 0xC00004);
|
||||
SoundEffect(SFX_TR5_HK_FIRE, &item->pos, 0xC00004);
|
||||
|
||||
if (GlobalCounter & 1)
|
||||
{
|
||||
|
|
|
@ -109,7 +109,7 @@ void ControlBrowsBeast(short itemNumber)
|
|||
case 3:
|
||||
if (distance < SQUARE(1024) || creature->mood != ATTACK_MOOD)
|
||||
item->goalAnimState = 1;
|
||||
SoundEffect(SFX_IMP_BARREL_ROLL, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_IMP_BARREL_ROLL, &item->pos, 0);
|
||||
break;
|
||||
|
||||
case 4:
|
||||
|
|
|
@ -156,7 +156,7 @@ void ControlChef(short itemNumber)
|
|||
LaraItem->hitPoints -= 80;
|
||||
LaraItem->hitStatus = true;
|
||||
CreatureEffect2(item, &ChefBite, 20, item->pos.yRot, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
creature->flags = 1;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -182,7 +182,7 @@ void HitmanControl(short itemNumber)
|
|||
TriggerHitmanSparks(pos.x, pos.y, pos.z, -1, -1, -1);
|
||||
TriggerDynamicLight(pos.x, pos.y, pos.z, (GetRandomControl() & 3) + 16, 31, 63, 127);
|
||||
|
||||
SoundEffect(SFX_HITMAN_ELEC_SHORT, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_HITMAN_ELEC_SHORT, &item->pos, 0);
|
||||
|
||||
if (random == 5 || random == 7 || random == 10)
|
||||
{
|
||||
|
|
|
@ -108,7 +108,7 @@ void InvisibleGhostControl(short itemNumber)
|
|||
if (item->itemFlags[0] == 0)
|
||||
{
|
||||
item->itemFlags[0] = 1;
|
||||
SoundEffect(SFX_SKELETON_APPEAR, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_SKELETON_APPEAR, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -345,7 +345,7 @@ void ControlGladiator(short itemNumber)
|
|||
LaraItem->hitPoints -= 120;
|
||||
LaraItem->hitStatus = true;
|
||||
CreatureEffect2(item, &GladiatorBite, 10, item->pos.yRot, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
creature->flags = 1;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -310,7 +310,7 @@ void GuardControl(short itemNum)
|
|||
item->itemFlags[0]++;
|
||||
if (item->itemFlags[0] > 60 && !(GetRandomControl() & 0xF))
|
||||
{
|
||||
SoundEffect(SFX_BIO_BREATHE_OUT, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_BIO_BREATHE_OUT, &item->pos, 0);
|
||||
item->itemFlags[0] = 0;
|
||||
}
|
||||
}
|
||||
|
@ -616,7 +616,7 @@ void GuardControl(short itemNum)
|
|||
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
|
||||
GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
|
||||
TestTriggers(TriggerIndex, 1, 0);
|
||||
SoundEffect(SFX_LARA_ROPEDOWN_LOOP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_POLE_LOOP, &item->pos, 0);
|
||||
}
|
||||
if (abs(info.angle) >= 364)
|
||||
{
|
||||
|
|
|
@ -20,7 +20,7 @@ void ControlGunShip(short itemNumber)
|
|||
|
||||
if (TriggerActive(item))
|
||||
{
|
||||
SoundEffect(SFX_HELICOPTER_LOOP, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_HELICOPTER_LOOP, &item->pos, 0);
|
||||
|
||||
GAME_VECTOR pos;
|
||||
pos.x = ((GetRandomControl() & 0x1FF) - 255);
|
||||
|
@ -74,7 +74,7 @@ void ControlGunShip(short itemNumber)
|
|||
item->meshBits &= 0xFEFF;
|
||||
|
||||
if (GunShipCounter < 15)
|
||||
SoundEffect(SFX_HK_FIRE, &item->pos, 0xC00004);
|
||||
SoundEffect(SFX_TR5_HK_FIRE, &item->pos, 0xC00004);
|
||||
|
||||
if (!(GlobalCounter & 1))
|
||||
return AnimateItem(item);
|
||||
|
|
|
@ -407,7 +407,7 @@ void HydraControl(short itemNumber)
|
|||
if (item->itemFlags[3] < 12)
|
||||
{
|
||||
ExplodeItemNode(item, 11 - item->itemFlags[3], 0, 64);
|
||||
SoundEffect(SFX_SMASH_ROCK, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_HIT_ROCK, &item->pos, 0);
|
||||
item->itemFlags[3]++;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -231,7 +231,7 @@ void LaserHeadControl(short itemNumber)
|
|||
&& tentacleItem->frameNumber == g_Level.Anims[tentacleItem->animNumber].frameEnd
|
||||
&& tentacleItem->meshBits & 1)
|
||||
{
|
||||
SoundEffect(SFX_SMASH_ROCK, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_HIT_ROCK, &item->pos, 0);
|
||||
ExplodeItemNode(tentacleItem, 0, 0, 128);
|
||||
KillItem(creature->tentacles[i]);
|
||||
}
|
||||
|
@ -269,10 +269,10 @@ void LaserHeadControl(short itemNumber)
|
|||
g_Level.Items[creature->puzzleItem].pos.yPos = item->pos.yPos;
|
||||
TestTriggersAtXYZ(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 1, 0);
|
||||
|
||||
SoundEffect(SFX_GOD_HEAD_BLAST, &item->pos, 0x800004);
|
||||
SoundEffect(SFX_EXPLOSION2, &item->pos, 20971524);
|
||||
SoundEffect(SFX_EXPLOSION1, &item->pos, 0);
|
||||
SoundEffect(SFX_EXPLOSION1, &item->pos, 4194308);
|
||||
SoundEffect(SFX_TR5_GOD_HEAD_BLAST, &item->pos, 0x800004);
|
||||
SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 20971524);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, 4194308);
|
||||
|
||||
KillItem(itemNumber);
|
||||
}
|
||||
|
@ -420,7 +420,7 @@ void LaserHeadControl(short itemNumber)
|
|||
bool condition = false;
|
||||
if (item->itemFlags[3] <= 90)
|
||||
{
|
||||
SoundEffect(SFX_GOD_HEAD_CHARGE, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_GOD_HEAD_CHARGE, &item->pos, 0);
|
||||
LaserHeadCharge(item);
|
||||
item->itemFlags[3]++;
|
||||
condition = item->itemFlags[3] >= 90;
|
||||
|
@ -479,7 +479,7 @@ void LaserHeadControl(short itemNumber)
|
|||
&& LaserHeadData.fireArcs[j] != NULL)
|
||||
{
|
||||
// Eye is aready firing
|
||||
SoundEffect(SFX_GOD_HEAD_LASER_LOOPS, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_GOD_HEAD_LASER_LOOPS, &item->pos, 0);
|
||||
|
||||
LaserHeadData.fireArcs[j]->pos1.x = src.x;
|
||||
LaserHeadData.fireArcs[j]->pos1.y = src.y;
|
||||
|
@ -491,8 +491,8 @@ void LaserHeadControl(short itemNumber)
|
|||
src.roomNumber = item->roomNumber;
|
||||
LaserHeadData.LOS = LOS(&src, &dest);
|
||||
LaserHeadData.fireArcs[j] = TriggerEnergyArc((PHD_VECTOR*)& src, (PHD_VECTOR*)& dest, 128, g, b, 32, 64, 64, ENERGY_ARC_NO_RANDOMIZE, ENERGY_ARC_STRAIGHT_LINE); // (GetRandomControl() & 7) + 4, b | ((&unk_640000 | g) << 8), 12, 64, 5);
|
||||
StopSoundEffect(SFX_GOD_HEAD_CHARGE);
|
||||
SoundEffect(SFX_GOD_HEAD_BLAST, &item->pos, 0);
|
||||
StopSoundEffect(SFX_TR5_GOD_HEAD_CHARGE);
|
||||
SoundEffect(SFX_TR5_GOD_HEAD_BLAST, &item->pos, 0);
|
||||
}
|
||||
|
||||
ENERGY_ARC* currentArc = LaserHeadData.fireArcs[j];
|
||||
|
|
|
@ -635,7 +635,7 @@ void RomanStatueControl(short itemNumber)
|
|||
LaraItem->hitPoints -= 200;
|
||||
LaraItem->hitStatus = true;
|
||||
CreatureEffect2(item, &RomanStatueBite, 20, item->pos.yRot, DoBloodSplat);
|
||||
SoundEffect(SFX_LARA_THUD, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_THUD, &item->pos, 0);
|
||||
creature->flags = 1;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -119,7 +119,7 @@ static void SubmarineAttack(ITEM_INFO* item)
|
|||
{
|
||||
ITEM_INFO* torpedoItem = &g_Level.Items[itemNumber];
|
||||
|
||||
SoundEffect(SFX_UNDERWATER_TORPEDO, &torpedoItem->pos, 2);
|
||||
SoundEffect(SFX_TR5_UNDERWATER_TORPEDO, &torpedoItem->pos, 2);
|
||||
|
||||
torpedoItem->objectNumber = ID_TORPEDO;
|
||||
torpedoItem->shade = -15856;
|
||||
|
@ -260,7 +260,7 @@ void SubmarineControl(short itemNumber)
|
|||
if (laraInfo.distance >= SQUARE(3072))
|
||||
{
|
||||
item->goalAnimState = 1;
|
||||
SoundEffect(SFX_MINI_SUB_LOOP, &item->pos, 2);
|
||||
SoundEffect(SFX_TR5_MINI_SUB_LOOP, &item->pos, 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -461,7 +461,7 @@ void TorpedoControl(short itemNumber)
|
|||
{
|
||||
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
||||
|
||||
SoundEffect(SFX_SWIMSUIT_METAL_CLASH, &item->pos, 2);
|
||||
SoundEffect(SFX_TR5_SWIMSUIT_METAL_CLASH, &item->pos, 2);
|
||||
|
||||
PHD_VECTOR pos;
|
||||
|
||||
|
@ -587,8 +587,8 @@ void TorpedoControl(short itemNumber)
|
|||
LaraItem->hitStatus = true;
|
||||
KillItem(itemNumber);
|
||||
TriggerUnderwaterExplosion(item, 1);
|
||||
SoundEffect(SFX_UNDERWATER_EXPLOSION, &item->pos, 2);
|
||||
SoundEffect(SFX_LARA_UNDERWATER_HIT, &LaraItem->pos, 2);
|
||||
SoundEffect(SFX_TR5_UNDERWATER_EXPLOSION, &item->pos, 2);
|
||||
SoundEffect(SFX_TR5_LARA_UNDERWATER_HIT, &LaraItem->pos, 2);
|
||||
LaraItem->hitPoints -= 200;
|
||||
if (Lara.anxiety >= 0x7F)
|
||||
Lara.anxiety--;
|
||||
|
@ -624,7 +624,7 @@ void TorpedoControl(short itemNumber)
|
|||
item->pos.yPos = y;
|
||||
item->pos.zPos = z;
|
||||
TriggerUnderwaterExplosion(item, 1);
|
||||
SoundEffect(SFX_UNDERWATER_EXPLOSION, &item->pos, 2);
|
||||
SoundEffect(SFX_TR5_UNDERWATER_EXPLOSION, &item->pos, 2);
|
||||
KillItem(itemNumber);
|
||||
}
|
||||
}
|
|
@ -164,7 +164,7 @@ void ElectricalLightControl(short itemNumber)
|
|||
|
||||
intensity = item->itemFlags[1] - (GetRandomControl() & 0x7F);
|
||||
if (intensity > 64)
|
||||
SoundEffect(SFX_ELEC_LIGHT_CRACKLES, &item->pos, 32 * (intensity & 0xFFFFFFF8) | 8);
|
||||
SoundEffect(SFX_TR5_ELEC_LIGHT_CRACKLES, &item->pos, 32 * (intensity & 0xFFFFFFF8) | 8);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -69,7 +69,7 @@ void ControlBodyPart(short fxNumber)
|
|||
|
||||
KillEffect(fxNumber);
|
||||
if (fx->flag2 & 0x800)
|
||||
SoundEffect(SFX_ROCK_FALL_LAND, &fx->pos, 0);
|
||||
SoundEffect(SFX_TR4_ROCK_FALL_LAND, &fx->pos, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -108,7 +108,7 @@ void ControlHighObject1(short itemNumber)
|
|||
flags = item->itemFlags[1] / 8;
|
||||
}
|
||||
|
||||
SoundEffect(SFX_BLK_PLAT_RAISE_LOW, &item->pos, (flags * 256) | 8);
|
||||
SoundEffect(SFX_TR4_BLK_PLAT_RAISE_AND_LOW, &item->pos, (flags * 256) | 8);
|
||||
|
||||
item->pos.yPos += 8;
|
||||
|
||||
|
@ -200,7 +200,7 @@ void ControlHighObject1(short itemNumber)
|
|||
flags = item->itemFlags[1];
|
||||
}
|
||||
|
||||
SoundEffect(SFX_BLK_PLAT_RAISE_LOW, &item->pos, (flags * 256) | 8);
|
||||
SoundEffect(SFX_TR4_BLK_PLAT_RAISE_AND_LOW, &item->pos, (flags * 256) | 8);
|
||||
|
||||
item->itemFlags[1] += 16;
|
||||
item->pos.yPos -= 16;
|
||||
|
|
|
@ -171,8 +171,8 @@ void MissileControl(short itemNumber)
|
|||
ExplodeFX(fx, 0, 32);
|
||||
LaraItem->hitPoints -= 50;
|
||||
DoBloodSplat(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, (GetRandomControl() & 3) + 2, LaraItem->pos.yRot, LaraItem->roomNumber);
|
||||
SoundEffect(SFX_IMP_STONE_HIT, &fx->pos, 0);
|
||||
SoundEffect(SFX_LARA_INJURY_RND, &LaraItem->pos, 0);
|
||||
SoundEffect(SFX_TR5_IMP_STONE_HIT, &fx->pos, 0);
|
||||
SoundEffect(SFX_TR4_LARA_INJURY, &LaraItem->pos, 0);
|
||||
}
|
||||
|
||||
KillEffect(itemNumber);
|
||||
|
|
|
@ -105,8 +105,8 @@ void InitialisePushableBlock(short itemNum)
|
|||
|
||||
pushable->height = height;
|
||||
|
||||
pushable->loopSound = SFX_PUSHABLE_SOUND; // LUA
|
||||
pushable->stopSound = SFX_PUSH_BLOCK_END; // LUA
|
||||
pushable->loopSound = SFX_TR4_PUSHABLE_SOUND; // LUA
|
||||
pushable->stopSound = SFX_TR4_PUSH_BLOCK_END; // LUA
|
||||
pushable->fallSound = SFX_TR4_BOULDER_FALL; // LUA
|
||||
|
||||
item->data = (void*) pushable;
|
||||
|
|
|
@ -66,7 +66,7 @@ void ControlRaisingBlock(short itemNumber)
|
|||
}
|
||||
else if (item->itemFlags[1] < 4096)
|
||||
{
|
||||
SoundEffect(SFX_BLK_PLAT_RAISE_LOW, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_BLK_PLAT_RAISE_AND_LOW, &item->pos, 0);
|
||||
|
||||
item->itemFlags[1] += 64;
|
||||
|
||||
|
@ -117,7 +117,7 @@ void ControlRaisingBlock(short itemNumber)
|
|||
}
|
||||
else
|
||||
{
|
||||
SoundEffect(SFX_BLK_PLAT_RAISE_LOW, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_BLK_PLAT_RAISE_AND_LOW, &item->pos, 0);
|
||||
|
||||
if (item->triggerFlags >= 0)
|
||||
{
|
||||
|
|
|
@ -184,8 +184,8 @@ void ControlTeleporter(short itemNumber)
|
|||
}
|
||||
else if (item->itemFlags[0] == 70)
|
||||
{
|
||||
SoundEffect(SFX_LIFT_HIT_FLOOR1, 0, 0);
|
||||
SoundEffect(SFX_LIFT_HIT_FLOOR2, 0, 0);
|
||||
SoundEffect(SFX_TR5_LIFT_HIT_FLOOR1, 0, 0);
|
||||
SoundEffect(SFX_TR5_LIFT_HIT_FLOOR2, 0, 0);
|
||||
}
|
||||
|
||||
LaraItem->animNumber = LA_ELEVATOR_RECOVER;
|
||||
|
|
|
@ -92,7 +92,7 @@ void TwoBlocksPlatformControl(short itemNumber)
|
|||
}
|
||||
else
|
||||
{
|
||||
SoundEffect(SFX_2GUNTEX_FALL_BIG, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_RUMBLE_NEXTDOOR, &item->pos, 0);
|
||||
item->pos.yPos -= 4;
|
||||
}
|
||||
}
|
||||
|
@ -105,7 +105,7 @@ void TwoBlocksPlatformControl(short itemNumber)
|
|||
}
|
||||
else
|
||||
{
|
||||
SoundEffect(SFX_2GUNTEX_FALL_BIG, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_RUMBLE_NEXTDOOR, &item->pos, 0);
|
||||
item->pos.yPos += 4;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,7 +30,7 @@ void SmashObject(short itemNumber)
|
|||
if (box->flags & 0x8000)
|
||||
box->flags &= ~BOX_BLOCKED;
|
||||
|
||||
SoundEffect(SFX_SMASH_GLASS, &item->pos, 0);
|
||||
SoundEffect(SFX_TR5_SMASH_GLASS, &item->pos, 0);
|
||||
|
||||
item->collidable = 0;
|
||||
item->meshBits = 0xFFFE;
|
||||
|
|
|
@ -111,7 +111,7 @@ void RaisingCogControl(short itemNumber)
|
|||
flags = item->itemFlags[2];
|
||||
}
|
||||
|
||||
SoundEffect(SFX_BLK_PLAT_RAISE_LOW, &item->pos, (flags * 256) | 8);
|
||||
SoundEffect(SFX_TR4_BLK_PLAT_RAISE_AND_LOW, &item->pos, (flags * 256) | 8);
|
||||
|
||||
item->itemFlags[2] += 2;
|
||||
item->pos.yPos -= 2;
|
||||
|
|
|
@ -121,9 +121,8 @@ void ControlDeathSlide(short itemNumber)
|
|||
LaraItem->fallspeed = item->fallspeed / 4;
|
||||
}
|
||||
|
||||
// TODO: sounds
|
||||
// Stop
|
||||
SoundEffect(SFX_COGS_ROME, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_VONCROY_KNIFE_SWISH, &item->pos, 0);
|
||||
RemoveActiveItem(itemNumber);
|
||||
item->status = ITEM_NOT_ACTIVE;
|
||||
item->flags -= ONESHOT;
|
||||
|
@ -131,7 +130,7 @@ void ControlDeathSlide(short itemNumber)
|
|||
else
|
||||
{
|
||||
// Whizz
|
||||
SoundEffect(SFX_GOD_HEAD_LASER_LOOPS, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_TRAIN_DOOR_CLOSE, &item->pos, 0);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -71,8 +71,8 @@ void ExplosionControl(short itemNumber)
|
|||
{
|
||||
flag = item->itemFlags[1] == 1 ? 2 : 0;
|
||||
}
|
||||
SoundEffect(SFX_EXPLOSION1, &item->pos, 25165828);
|
||||
SoundEffect(SFX_EXPLOSION2, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, 25165828);
|
||||
SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 0);
|
||||
TriggerExplosionSparks(item->pos.xPos, item->pos.yPos, item->pos.zPos, 3, -2, flag, item->roomNumber);
|
||||
for (i = 0; i < item->itemFlags[2]; ++i)
|
||||
TriggerExplosionSparks(item->pos.xPos + (GetRandomControl() % 128 - 64) * item->itemFlags[2], item->pos.yPos + (GetRandomControl() % 128 - 64) * item->itemFlags[2], item->pos.zPos + (GetRandomControl() % 128 - 64) * item->itemFlags[2], 2, 0, i, item->roomNumber);
|
||||
|
|
|
@ -144,7 +144,7 @@ void ControlTeethSpikes(short itemNumber)
|
|||
else
|
||||
{
|
||||
if (item->itemFlags[0] == 1024)
|
||||
SoundEffect(SFX_TEETH_SPIKES, &item->pos, 0);
|
||||
SoundEffect(SFX_TR4_TEETH_SPIKES, &item->pos, 0);
|
||||
|
||||
item->status = ITEM_ACTIVE;
|
||||
|
||||
|
|
|
@ -3031,7 +3031,7 @@ namespace T5M::Renderer
|
|||
if (StormTimer > -1)
|
||||
StormTimer--;
|
||||
if (!StormTimer)
|
||||
SoundEffect(SFX_THUNDER_RUMBLE, NULL, 0);
|
||||
SoundEffect(SFX_TR4_THUNDER_RUMBLE, NULL, 0);
|
||||
}
|
||||
else if (!(rand() & 0x7F))
|
||||
{
|
||||
|
|
|
@ -221,7 +221,7 @@ int S_UpdateInput()
|
|||
LaraItem->currentAnimState == LS_CRAWL_BACK ||
|
||||
LaraItem->currentAnimState == LS_CRAWL_TO_HANG)
|
||||
{
|
||||
SoundEffect(SFX_LARA_NO, nullptr, 2);
|
||||
SoundEffect(SFX_TR4_LARA_NO, nullptr, 2);
|
||||
flare_no = true;
|
||||
}
|
||||
else
|
||||
|
@ -329,12 +329,12 @@ int S_UpdateInput()
|
|||
|
||||
Lara.dpoisoned = 0;
|
||||
LaraItem->hitPoints += 500;
|
||||
SoundEffect(SFX_MENU_MEDI, nullptr, 2);//Fix heal sound not triggering if small medi doesn't top off Lara's health. original tr4/5 issue
|
||||
SoundEffect(SFX_TR4_MENU_MEDI, nullptr, 2);//Fix heal sound not triggering if small medi doesn't top off Lara's health. original tr4/5 issue
|
||||
|
||||
if (LaraItem->hitPoints > 1000)
|
||||
{
|
||||
LaraItem->hitPoints = 1000;
|
||||
SoundEffect(SFX_MENU_MEDI, nullptr, 2);
|
||||
SoundEffect(SFX_TR4_MENU_MEDI, nullptr, 2);
|
||||
Savegame.Game.HealthUsed++;
|
||||
}
|
||||
}
|
||||
|
@ -360,7 +360,7 @@ int S_UpdateInput()
|
|||
if (LaraItem->hitPoints > 1000)
|
||||
{
|
||||
LaraItem->hitPoints = 1000;
|
||||
SoundEffect(SFX_MENU_MEDI, nullptr, 2);
|
||||
SoundEffect(SFX_TR4_MENU_MEDI, nullptr, 2);
|
||||
Savegame.Game.HealthUsed++;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue