This commit is contained in:
Trxye 2021-05-27 16:08:09 -05:00
commit a6de3f6141
78 changed files with 2298 additions and 2209 deletions

View file

@ -455,7 +455,7 @@ void LaraControl(short itemNumber)
item->pos.yPos += 100;
UpdateLaraRoom(LaraItem, 0);
StopSoundEffect(SFX_LARA_FALL);
StopSoundEffect(SFX_TR4_LARA_FALL);
if (item->currentAnimState == LS_SWANDIVE_START)
{
@ -600,7 +600,7 @@ void LaraControl(short itemNumber)
Lara.headXrot = 0;
UpdateLaraRoom(item, -381);
SoundEffect(SFX_LARA_BREATH, &LaraItem->pos, 2);
SoundEffect(SFX_TR4_LARA_BREATH, &LaraItem->pos, 2);
}
}
}
@ -622,7 +622,7 @@ void LaraControl(short itemNumber)
Lara.headXrot = 0;
UpdateLaraRoom(item, 0);
SoundEffect(SFX_LARA_BREATH, &LaraItem->pos, 2);
SoundEffect(SFX_TR4_LARA_BREATH, &LaraItem->pos, 2);
}
break;

View file

@ -366,7 +366,7 @@ void lara_as_stop(ITEM_INFO* item, COLL_INFO* coll)
}
if (item->animNumber != LA_SPRINT_TO_STAND_RIGHT && item->animNumber != LA_SPRINT_TO_STAND_LEFT)
StopSoundEffect(SFX_LARA_SLIPPING);
StopSoundEffect(SFX_TR4_LARA_SLIPPING);
// Handles waterskin and clockwork beetle
if (UseSpecialItem(item))
@ -901,7 +901,7 @@ void lara_col_death(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 8*/
/*state code: lara_as_death*/
StopSoundEffect(SFX_LARA_FALL);
StopSoundEffect(SFX_TR4_LARA_FALL);
Lara.moveAngle = item->pos.yRot;
coll->badPos = 384;
@ -926,7 +926,7 @@ void lara_as_fastfall(ITEM_INFO* item, COLL_INFO* coll)
/*collision: lara_col_fastfall*/
item->speed = (item->speed * 95) / 100;
if (item->fallspeed == 154)
SoundEffect(SFX_LARA_FALL, &item->pos, 0);
SoundEffect(SFX_TR4_LARA_FALL, &item->pos, 0);
}
void lara_col_fastfall(ITEM_INFO* item, COLL_INFO* coll)
@ -957,7 +957,7 @@ void lara_col_fastfall(ITEM_INFO* item, COLL_INFO* coll)
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
StopSoundEffect(SFX_LARA_FALL);
StopSoundEffect(SFX_TR4_LARA_FALL);
item->fallspeed = 0;
item->gravityStatus = false;

View file

@ -51,7 +51,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
9,
3,
0,
SFX_LARA_FIRE,
SFX_TR4_LARA_FIRE,
0
},
/* Revolver */
@ -67,7 +67,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
16,
3,
0,
SFX_REVOLVER,
SFX_TR4_DESSERT_EAGLE_FIRE,
0
},
/* Uzis */
@ -83,7 +83,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
3,
3,
0,
SFX_LARA_UZI_FIRE,
SFX_TR4_LARA_UZI_FIRE,
0
},
/* Shotgun */
@ -99,7 +99,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
9,
3,
10,
SFX_LARA_SHOTGUN,
SFX_TR4_LARA_SHOTGUN,
0
},
/* HK */
@ -131,7 +131,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
0,
2,
10,
SFX_LARA_CROSSBOW,
SFX_TR4_LARA_CROSSBOW,
20
},
/* Flare */
@ -163,7 +163,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
0,
2,
0,
SFX_LARA_UZI_FIRE,
SFX_TR4_LARA_UZI_FIRE,
0
},
/* Grenade launcher */
@ -227,7 +227,7 @@ WEAPON_INFO Weapons[NUM_WEAPONS] =
0,
0,
0,
SFX_LARA_UZI_FIRE,
SFX_TR4_LARA_UZI_FIRE,
0
}
};
@ -731,7 +731,7 @@ void HitTarget(ITEM_INFO* item, GAME_VECTOR* hitPos, int damage, int grenade)
if (item->objectNumber == ID_ROMAN_GOD1 ||
item->objectNumber == ID_ROMAN_GOD2)
{
SoundEffect(SFX_SWORD_GOD_HITMET, &item->pos, 0);
SoundEffect(SFX_TR5_SWORD_GOD_HITMET, &item->pos, 0);
}
break;
@ -844,7 +844,7 @@ FireWeaponType FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, sho
target->hitPoints--;
ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) / 16) & 4095;
TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
SoundEffect(SFX_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
SoundEffect(SFX_TR4_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
}
else if (target->objectNumber == ID_SHIVA) //So must be Shiva
{
@ -857,7 +857,7 @@ FireWeaponType FireWeapon(int weaponType, ITEM_INFO* target, ITEM_INFO* src, sho
target->hitStatus = true; //need to do this to maintain defence state
ricochet_angle = (mGetAngle(LaraItem->pos.zPos, LaraItem->pos.xPos, target->pos.zPos, target->pos.xPos) / 16) & 4095;
TriggerRicochetSparks(&vDest, ricochet_angle, 16, 0);
SoundEffect(SFX_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
SoundEffect(SFX_TR4_LARA_RICOCHET, &target->pos, 0); // play RICOCHET Sample
}
else //Shiva's not in defence mode or has its back to Lara
HitTarget(target, &vDest, weapon->damage, 0);

View file

@ -254,7 +254,7 @@ void draw_flare()
{
if (frame == 72)
{
SoundEffect(SFX_RAVESTICK, &LaraItem->pos, g_Level.Rooms[LaraItem->roomNumber].flags & ENV_FLAG_WATER);
SoundEffect(SFX_TR4_OBJ_GEM_SMASH, &LaraItem->pos, g_Level.Rooms[LaraItem->roomNumber].flags & ENV_FLAG_WATER);
Lara.flareAge = 1;
}

View file

@ -760,7 +760,7 @@ void lara_col_poledown(ITEM_INFO* item, COLL_INFO* coll)
}
// CHECK
SoundEffect(SFX_LARA_ROPEDOWN_LOOP, &item->pos, 0);
SoundEffect(SFX_TR4_LARA_POLE_LOOP, &item->pos, 0);
if (item->itemFlags[2] < 0)
item->itemFlags[2] = 0;

View file

@ -766,8 +766,8 @@ void ControlGrenade(short itemNumber)
AlertNearbyGuards(item);
SoundEffect(SFX_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
SoundEffect(SFX_EXPLOSION2, &item->pos, 0);
SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 0);
// Setup the counter for spawned grenades in the case of flash and super grenades ammos
if (item->itemFlags[0] != GRENADE_NORMAL && item->itemFlags[0] != GRENADE_ULTRA)
@ -981,8 +981,8 @@ void ControlRocket(short itemNumber)
AlertNearbyGuards(item);
SoundEffect(SFX_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
SoundEffect(SFX_EXPLOSION2, &item->pos, 0);
SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 0);
ExplodeItemNode(item, 0, 0, EXPLODE_NORMAL);
KillItem(itemNumber);
@ -1155,12 +1155,12 @@ void AnimateShotgun(int weaponType)
if (Lara.Weapons[WEAPON_HK].HasSilencer)
{
SoundEffect(SFX_HK_SILENCED, 0, 0);
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
}
else
{
SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 83888140);
SoundEffect(SFX_HK_FIRE, &LaraItem->pos, 0);
SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 83888140);
SoundEffect(SFX_TR5_HK_FIRE, &LaraItem->pos, 0);
}
}
else
@ -1176,8 +1176,8 @@ void AnimateShotgun(int weaponType)
// && HKFlag
&& !(Lara.Weapons[WEAPON_HK].HasSilencer))
{
StopSoundEffect(SFX_HK_FIRE);
SoundEffect(SFX_HK_STOP, &LaraItem->pos, 0);
StopSoundEffect(SFX_TR5_HK_FIRE);
SoundEffect(SFX_TR5_HK_STOP, &LaraItem->pos, 0);
// HKFlag = 0;
}
}
@ -1189,7 +1189,7 @@ void AnimateShotgun(int weaponType)
}
else
{
SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 83888140);
SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 83888140);
SoundEffect(SFX_HK_FIRE, &LaraItem->pos, 0);
}
}*/
@ -1232,8 +1232,8 @@ void AnimateShotgun(int weaponType)
}
else
{
SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 83888140);
SoundEffect(SFX_HK_FIRE, &LaraItem->pos, 0);
SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 83888140);
SoundEffect(SFX_TR5_HK_FIRE, &LaraItem->pos, 0);
}
}
else
@ -1250,8 +1250,8 @@ void AnimateShotgun(int weaponType)
// && HKFlag
&& !(Lara.Weapons[WEAPON_HK].HasSilencer))
{
StopSoundEffect(SFX_HK_FIRE);
SoundEffect(SFX_HK_STOP, &LaraItem->pos, 0);
StopSoundEffect(SFX_TR5_HK_FIRE);
SoundEffect(SFX_TR5_HK_STOP, &LaraItem->pos, 0);
// HKFlag = 0;
}
/* else if (HKFlag)
@ -1262,7 +1262,7 @@ void AnimateShotgun(int weaponType)
}
else
{
SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 83888140);
SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 83888140);
SoundEffect(SFX_HK_FIRE, &LaraItem->pos, 0);
}
}*/
@ -1500,8 +1500,8 @@ void ControlCrossbowBolt(short itemNumber)
AlertNearbyGuards(item);
SoundEffect(SFX_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
SoundEffect(SFX_EXPLOSION2, &item->pos, 0);
SoundEffect(SFX_TR4_EXPLOSION1, &item->pos, PITCH_SHIFT | 0x1800000);
SoundEffect(SFX_TR4_EXPLOSION2, &item->pos, 0);
ExplodeItemNode(item, 0, 0, EXPLODE_NORMAL);
KillItem(itemNumber);
@ -1710,7 +1710,7 @@ void FireRocket()
AddActiveItem(itemNumber);
SoundEffect(SFX_EXPLOSION1, 0, 0);
SoundEffect(SFX_TR4_EXPLOSION1, 0, 0);
Savegame.Level.AmmoUsed++;
Savegame.Game.AmmoUsed++;
@ -1982,7 +1982,7 @@ void FireShotgun()
Lara.rightArm.flash_gun = Weapons[WEAPON_SHOTGUN].flashTime;
SoundEffect(SFX_EXPLOSION1, &LaraItem->pos, 20971524);
SoundEffect(SFX_TR4_EXPLOSION1, &LaraItem->pos, 20971524);
SoundEffect(Weapons[WEAPON_SHOTGUN].sampleNum, &LaraItem->pos, 0);
Savegame.Game.AmmoUsed++;

View file

@ -85,7 +85,7 @@ void lara_slide_slope(ITEM_INFO* item, COLL_INFO* coll)
}
else
item->goalAnimState = LS_STOP;
StopSoundEffect(SFX_LARA_SLIPPING);
StopSoundEffect(SFX_TR4_LARA_SLIPPING);
}
}
else
@ -107,7 +107,7 @@ void lara_slide_slope(ITEM_INFO* item, COLL_INFO* coll)
item->goalAnimState = LS_FALL_BACK;
}
StopSoundEffect(SFX_LARA_SLIPPING);
StopSoundEffect(SFX_TR4_LARA_SLIPPING);
item->gravityStatus = true;
item->fallspeed = 0;

View file

@ -433,7 +433,7 @@ void UpdateSubsuitAngles()
if (Subsuit.Vel[0] != 0 || Subsuit.Vel[1] != 0)
{
SoundEffect(SFX_LARA_UNDERWATER_ENGINE, &LaraItem->pos, (((Subsuit.Vel[0] + Subsuit.Vel[1]) * 4) & 0x1F00) + 10);
SoundEffect(SFX_TR5_LARA_UNDERWATER_ENGINE, &LaraItem->pos, (((Subsuit.Vel[0] + Subsuit.Vel[1]) * 4) & 0x1F00) + 10);
}
}
@ -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);
SoundEffect(SFX_TR5_SWIMSUIT_METAL_CLASH, &LaraItem->pos, ((2 * GetRandomControl() + 0x8000) * 256) | 6);
}
if (Lara.anxiety < 96)

View file

@ -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)
{

View file

@ -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;

View file

@ -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);
}

View file

@ -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)
{

View file

@ -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)

View file

@ -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)

View file

@ -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()

View file

@ -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);
}
}

View file

@ -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;

View file

@ -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;
}

View file

@ -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);
}
}

View file

@ -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);
}

View file

@ -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;

View file

@ -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);
}

File diff suppressed because it is too large Load diff

View file

@ -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;
}
}
}

View file

@ -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);
}
}

View file

@ -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);

View file

@ -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);

View file

@ -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);
}
}

View file

@ -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);

View file

@ -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));

View file

@ -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;

View file

@ -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);
}
}
}

View file

@ -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);
}
}

View file

@ -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);
}
}

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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();

View file

@ -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);
}
}
}

View file

@ -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;
}

View file

@ -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;

View file

@ -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;

View file

@ -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))
{

View file

@ -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);
}
}

View file

@ -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);

View file

@ -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);
}
}

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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);
}
}

View file

@ -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);
}
}

View file

@ -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);
}
}
}

View file

@ -253,7 +253,7 @@ void UpdateSpiders()
}
if (!i && !(GetRandomControl() & 4))
SoundEffect(SFX_BEETLES, &spider->pos, 0);
SoundEffect(SFX_TR5_BEETLES, &spider->pos, 0);
}
}
}

View file

@ -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)
{

View file

@ -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:

View file

@ -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;
}
}

View file

@ -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)
{

View file

@ -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);
}
}

View file

@ -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;
}
}

View file

@ -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)
{

View file

@ -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);

View file

@ -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]++;
}
}

View file

@ -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];

View file

@ -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;
}
}

View file

@ -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);
}
}

View file

@ -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
{

View file

@ -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;
}

View file

@ -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;

View file

@ -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);

View file

@ -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;

View file

@ -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)
{

View file

@ -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;

View file

@ -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;
}
}

View file

@ -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;

View file

@ -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;

View file

@ -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);
}
}
}

View file

@ -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);

View file

@ -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;

View file

@ -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))
{

View file

@ -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++;
}
}