Ui code is moved to the correct file so that it is initialized after the audio. This also rebases effects.cpp on the upstream as this fixes some issues we where having. WinMain has also been rebased.
37 lines
1.1 KiB
C
37 lines
1.1 KiB
C
//HEADER_GOES_HERE
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#ifndef __EFFECTS_H__
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#define __EFFECTS_H__
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extern int sfxdelay; // weak
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extern int sfxdnum;
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extern void *sfx_stream;
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extern TSFX *sfx_data_cur;
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BOOL __fastcall effect_is_playing(int nSFX);
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void __cdecl sfx_stop();
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void __fastcall InitMonsterSND(int monst);
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void __cdecl FreeEffects();
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void __fastcall PlayEffect(int i, int mode);
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BOOL __fastcall calc_snd_position(int x, int y, int *plVolume, int *plPan);
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void __fastcall PlaySFX(int psfx);
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void __fastcall PlaySFX_priv(TSFX *pSFX, BOOL loc, int x, int y);
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void __fastcall stream_play(TSFX *pSFX, int lVolume, int lPan);
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int __fastcall RndSFX(int psfx);
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void __fastcall PlaySfxLoc(int psfx, int x, int y);
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void __cdecl FreeMonsterSnd();
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void __cdecl sound_stop();
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void __cdecl sound_update();
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void __cdecl effects_cleanup_sfx();
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void __cdecl stream_update();
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void __fastcall priv_sound_init(UCHAR bLoadMask);
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void __cdecl sound_init();
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void __stdcall effects_play_sound(char *snd_file);
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/* rdata */
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extern const int effects_inf; // weak
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extern const char monster_action_sounds[]; // idb
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/* data */
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#endif /* __EFFECTS_H__ */
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