Fix merge errors

This commit is contained in:
Sezz 2022-03-31 00:24:22 +11:00
parent b502939309
commit cb7a571c15
15 changed files with 23 additions and 23 deletions

View file

@ -799,7 +799,7 @@ void HitTarget(ITEM_INFO* laraItem, ITEM_INFO* target, GAME_VECTOR* hitPos, int
if (target->ObjectNumber == ID_ROMAN_GOD1 ||
target->ObjectNumber == ID_ROMAN_GOD2)
{
SoundEffect(SFX_TR5_SWORDGODHITMETAL, &target->Position, 0);
SoundEffect(SFX_TR5_SWORD_GOD_HITMETAL, &target->Position, 0);
}
break;

View file

@ -448,7 +448,7 @@ void UpdateLaraSubsuitAngles(ITEM_INFO* item)
lara->Control.Subsuit.Velocity[1] = SECTOR(1.5f);
if (lara->Control.Subsuit.Velocity[0] != 0 || lara->Control.Subsuit.Velocity[1] != 0)
SoundEffect(SFX_TR5_DIVESUITENGINE, &item->Position, (((lara->Control.Subsuit.Velocity[0] + lara->Control.Subsuit.Velocity[1]) * 4) & 0x1F00) + 10);
SoundEffect(SFX_TR5_DIVE_SUIT_ENGINE, &item->Position, (((lara->Control.Subsuit.Velocity[0] + lara->Control.Subsuit.Velocity[1]) * 4) & 0x1F00) + 10);
}
void ModulateLaraSubsuitSwimTurn(ITEM_INFO* item)

View file

@ -756,7 +756,7 @@ bool ExplodeItemNode(ITEM_INFO *item, int node, int noXZVel, int bits)
{
int number = bits;
if (item->ObjectNumber == ID_SHOOT_SWITCH1 && (CurrentLevel == 4 || CurrentLevel == 7)) // TODO: remove hardcoded think !
SoundEffect(SFX_TR5_SMASHMETAL, &item->Position, 0);
SoundEffect(SFX_TR5_SMASH_METAL, &item->Position, 0);
else if (number == 256)
number = -64;

View file

@ -140,7 +140,7 @@ void ElectricityWiresControl(short itemNumber)
if (!TriggerActive(item))
return;
SoundEffect(SFX_TR5_ELECTRICWIRES, &item->Position, 0);
SoundEffect(SFX_TR5_ELECTRIC_WIRES, &item->Position, 0);
GetCollidedObjects(item, SECTOR(4), true, CollidedItems, nullptr, 0) && CollidedItems[0];

View file

@ -222,7 +222,7 @@ void WreckingBallControl(short itemNumber)
}
else if (item->Animation.FrameNumber == g_Level.Anims[item->Animation.AnimNumber].frameEnd)
{
SoundEffect(SFX_TR5_BASECLAWDROP, &item->Position, 0);
SoundEffect(SFX_TR5_BASE_CLAW_DROP, &item->Position, 0);
++item->ItemFlags[1];
item->Animation.VerticalVelocity = 6;
item->Position.yPos += item->Animation.VerticalVelocity;
@ -259,12 +259,12 @@ void WreckingBallControl(short itemNumber)
item->Position.yPos += item->Animation.VerticalVelocity;
if (item->Position.yPos < item2->Position.yPos + 1644)
{
StopSoundEffect(SFX_TR5_BASECLAWWINCHLOOP);
StopSoundEffect(SFX_TR5_BASE_CLAW_WINCH_LOOP);
item->ItemFlags[0] = 1;
item->Position.yPos = item2->Position.yPos + 1644;
if (item->Animation.VerticalVelocity < -32)
{
SoundEffect(SFX_TR5_BASECLAWTOPIMPACT, &item->Position, 4104);
SoundEffect(SFX_TR5_BASE_CLAW_TOP_IMPACT, &item->Position, 4104);
item->Animation.VerticalVelocity = -item->Animation.VerticalVelocity >> 3;
BounceCamera(item, 16, 8192);
}
@ -277,7 +277,7 @@ void WreckingBallControl(short itemNumber)
}
else if (!item->ItemFlags[0])
{
SoundEffect(SFX_TR5_BASECLAWWINCHLOOP, &item->Position, 0);
SoundEffect(SFX_TR5_BASE_CLAW_WINCH_LOOP, &item->Position, 0);
}
}
item2->Position.xPos = item->Position.xPos;

View file

@ -115,7 +115,7 @@ void ControlBrowsBeast(short itemNumber)
if (distance < pow(SECTOR(1), 2) || creature->Mood != MoodType::Attack)
item->Animation.TargetState = 1;
SoundEffect(SFX_TR5_IMPBARRELROLL, &item->Position, 0);
SoundEffect(SFX_TR5_IMP_BARRELROLL, &item->Position, 0);
break;
case 4:

View file

@ -189,7 +189,7 @@ void CyborgControl(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_TR5_HITMANELECSHORT, &item->Position, 0);
SoundEffect(SFX_TR5_HITMAN_ELECSHORT, &item->Position, 0);
if (random == 5 || random == 7 || random == 10)
{

View file

@ -106,7 +106,7 @@ void InvisibleGhostControl(short itemNumber)
if (item->ItemFlags[0] == 0)
{
item->ItemFlags[0] = 1;
SoundEffect(SFX_TR5_SKELETONGHOSTAPPEAR, &item->Position, 0);
SoundEffect(SFX_TR5_SKELETON_GHOST_APPEAR, &item->Position, 0);
}
}

View file

@ -354,7 +354,7 @@ void GuardControl(short itemNumber)
item->ItemFlags[0]++;
if (item->ItemFlags[0] > 60 && !(GetRandomControl() & 0xF))
{
SoundEffect(SFX_TR5_BIOBREATHEOUT, &item->Position, 0);
SoundEffect(SFX_TR5_BIO_BREATHE_OUT, &item->Position, 0);
item->ItemFlags[0] = 0;
}
}

View file

@ -268,7 +268,7 @@ void LaserHeadControl(short itemNumber)
g_Level.Items[creature->PuzzleItem].Position.yPos = item->Position.yPos;
TestTriggers(item, true);
SoundEffect(SFX_TR5_GODHEADBLAST, &item->Position, 0x800004);
SoundEffect(SFX_TR5_GOD_HEAD_BLAST, &item->Position, 0x800004);
SoundEffect(SFX_TR4_EXPLOSION2, &item->Position, 20971524);
SoundEffect(SFX_TR4_EXPLOSION1, &item->Position, 0);
SoundEffect(SFX_TR4_EXPLOSION1, &item->Position, 4194308);
@ -417,7 +417,7 @@ void LaserHeadControl(short itemNumber)
{
if (item->ItemFlags[3] <= 90)
{
SoundEffect(SFX_TR5_GODHEADCHARGE, &item->Position, 0);
SoundEffect(SFX_TR5_GOD_HEAD_CHARGE, &item->Position, 0);
LaserHeadCharge(item);
item->ItemFlags[3]++;
}
@ -477,7 +477,7 @@ void LaserHeadControl(short itemNumber)
&& LaserHeadData.fireArcs[i] != NULL)
{
// Eye is aready firing
SoundEffect(SFX_TR5_GODHEADLASERLOOPS, &item->Position, 0);
SoundEffect(SFX_TR5_GOD_HEAD_LASERLOOPS, &item->Position, 0);
LaserHeadData.fireArcs[i]->pos1.x = src.x;
LaserHeadData.fireArcs[i]->pos1.y = src.y;
@ -489,8 +489,8 @@ void LaserHeadControl(short itemNumber)
src.roomNumber = item->RoomNumber;
LaserHeadData.LOS[i] = LOS(&src, &dest);
//LaserHeadData.fireArcs[i] = TriggerEnergyArc((PHD_VECTOR*)& src, (PHD_VECTOR*)& dest, r, 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_TR5_GODHEADCHARGE);
SoundEffect(SFX_TR5_GODHEADBLAST, &item->Position, 0);
StopSoundEffect(SFX_TR5_GOD_HEAD_CHARGE);
SoundEffect(SFX_TR5_GOD_HEAD_BLAST, &item->Position, 0);
}
LIGHTNING_INFO* currentArc = LaserHeadData.fireArcs[i];

View file

@ -161,7 +161,7 @@ void ElectricalLightControl(short itemNumber)
intensity = item->ItemFlags[1] - (GetRandomControl() & 0x7F);
if (intensity > 64)
SoundEffect(SFX_TR5_ELECLIGHTCRACKLES, &item->Position, 32 * (intensity & 0xFFFFFFF8) | 8);
SoundEffect(SFX_TR5_ELECTRIC_LIGHT_CRACKLES, &item->Position, 32 * (intensity & 0xFFFFFFF8) | 8);
}
else
return;

View file

@ -162,7 +162,7 @@ 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->Position.yRot, LaraItem->RoomNumber);
SoundEffect(SFX_TR5_IMPSTONEHIT, &fx->pos, 0);
SoundEffect(SFX_TR5_IMP_STONEHIT, &fx->pos, 0);
SoundEffect(SFX_TR4_LARA_INJURY, &LaraItem->Position, 0);
}

View file

@ -179,8 +179,8 @@ void ControlTeleporter(short itemNumber)
{
if (item->ItemFlags[0] == 70)
{
SoundEffect(SFX_TR5_LIFTHITFLOOR1, 0, 0);
SoundEffect(SFX_TR5_LIFTHITFLOOR2, 0, 0);
SoundEffect(SFX_TR5_LIFT_HIT_FLOOR1, 0, 0);
SoundEffect(SFX_TR5_LIFT_HIT_FLOOR2, 0, 0);
}
LaraItem->Animation.AnimNumber = LA_ELEVATOR_RECOVER;

View file

@ -31,7 +31,7 @@ void SmashObject(short itemNumber)
if (box->flags & 0x8000)
box->flags &= ~BOX_BLOCKED;
SoundEffect(SFX_TR5_SMASHGLASS, &item->Position, 0);
SoundEffect(SFX_TR5_SMASH_GLASS, &item->Position, 0);
item->Collidable = 0;
item->MeshBits = 0xFFFE;

View file

@ -99,7 +99,7 @@ namespace TEN::Entities::TR5
if (item->MeshBits & 2)
{
ExplodeItemNode(item, 1, 0, 256);
SoundEffect(SFX_TR5_RAVENSWITCHEXPLODE, &item->Position, 0);
SoundEffect(SFX_TR5_RAVEN_SWITCH_EXPLODE, &item->Position, 0);
item->MeshBits = 5;
RemoveActiveItem(itemNumber);