Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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Generals/Code/GameEngine/Include/Common/MiscAudio.h
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Generals/Code/GameEngine/Include/Common/MiscAudio.h
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/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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///MiscAudio.h/////////////////////////////////////////////////////////////////////////////////////
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// This file is for miscellaneous sound hooks that don't have another happy home.
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#pragma once
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#ifndef _MISCAUDIO_H_
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#define _MISCAUDIO_H_
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#include "Common/AudioEventRTS.h"
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struct MiscAudio
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{
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static const FieldParse m_fieldParseTable[];
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AudioEventRTS m_radarUnitUnderAttackSound; ///< radar sounds to play when unit under attack
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AudioEventRTS m_radarHarvesterUnderAttackSound; ///< radar sounds to play when harvester under attack
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AudioEventRTS m_radarStructureUnderAttackSound; ///< radar sounds to play when structure under attack
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AudioEventRTS m_radarUnderAttackSound; ///< radar sounds to play when ? under attack
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AudioEventRTS m_radarInfiltrationSound; ///< radar sounds to play when something is infiltrated
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AudioEventRTS m_radarOnlineSound; ///< radar sounds to play when radar goes online
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AudioEventRTS m_radarOfflineSound; ///< radar sounds to play when radar goes offline
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AudioEventRTS m_defectorTimerTickSound; ///< snd to play during transient invulnerability while defecting // lorenzen
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AudioEventRTS m_defectorTimerDingSound; ///< snd to play when you become vulnerable again // lorenzen
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AudioEventRTS m_lockonTickSound; ///< snd to play during stealth-fighter-lockon period
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AudioEventRTS m_allCheerSound; ///< snd to play when user presses 'cheer' key
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AudioEventRTS m_battleCrySound; ///< snd to play when user presses 'battlecry' key
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AudioEventRTS m_guiClickSound; ///< snd to play when user presses button in GUI
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AudioEventRTS m_noCanDoSound; ///< Global "No Can Do" sound
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AudioEventRTS m_stealthDiscoveredSound; ///< I have just discovered an enemy stealth unit
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AudioEventRTS m_stealthNeutralizedSound; ///< One of my stealthed units has just been discovered by the enemy
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AudioEventRTS m_moneyDepositSound; ///< Money was deposited in my bank
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AudioEventRTS m_moneyWithdrawSound; ///< Money was withdrawn from my bank
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AudioEventRTS m_buildingDisabled; ///< Building has lost power, been hit with an EMP, or disable hacked.
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AudioEventRTS m_buildingReenabled; ///< Building has recovered from being disabled.
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AudioEventRTS m_vehicleDisabled; ///< Vehicle has been disabled via EMP or hacker attack.
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AudioEventRTS m_vehicleReenabled; ///< Vehicle has recovered from being disabled.
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AudioEventRTS m_splatterVehiclePilotsBrain; ///< Pilot has been sniped by Jarmen Kell.
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AudioEventRTS m_terroristInCarMoveVoice; ///< Terrorist issues a move order while in a car.
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AudioEventRTS m_terroristInCarAttackVoice; ///< Terrorist issues attack order while in a car.
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AudioEventRTS m_terroristInCarSelectVoice; ///< Terrorist is selected while in a car.
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AudioEventRTS m_crateHeal; ///< When heal crate is picked up.
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AudioEventRTS m_crateShroud; ///< When shroud crate is picked up.
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AudioEventRTS m_crateSalvage; ///< When salvage crate is picked up.
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AudioEventRTS m_crateFreeUnit; ///< When free unit crate is picked up.
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AudioEventRTS m_crateMoney; ///< When money crate is picked up.
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AudioEventRTS m_unitPromoted; ///< Unit is promoted.
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AudioEventRTS m_repairSparks; ///< Battle drone repairs unit.
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AudioEventRTS m_aircraftWheelScreech; ///< When a jet lands on a runway.
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};
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#endif /* _MISCAUDIO_H_ */
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