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data_configs
obj_sound_roles.h
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#ifndef OBJ_SOUND_ROLES_H
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#define OBJ_SOUND_ROLES_H
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struct
obj_sound_role
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{
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// Note to the devs: Please updating Binding_Core_GlobalFuncs_Audio::bindConstants
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// When updating this enum!
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enum
roles
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{
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Greeting=0,
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MenuDo=0,
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MenuScroll,
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MenuMessageBox,
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MenuPause,
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CameraSwitch,
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PlayerJump,
//Hey, i'm flying in air! :D
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PlayerStomp,
//Pha!
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PlayerKick,
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PlayerShrink,
//Ouch!
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PlayerGrow,
//from small to big
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PlayerDied,
//player died 2
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PlayerDropItem,
//Drop reserve item
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PlayerTakeItem,
//Take item
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PlayerSlide,
//skid
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PlayerGrab1,
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PlayerGrab2,
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PlayerSpring,
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PlayerClimb,
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PlayerTail,
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PlayerMagic,
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PlayerWaterSwim,
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BonusCoin,
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Bonus1up,
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WeaponHammer,
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WeaponFire,
// fireball / iceball
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WeaponCannon,
// generators / big bullet
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WeaponExplosion,
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WeaponBigFire,
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NpcLavaBurn,
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NpcStoneFall,
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NpcHit,
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NpcDeath,
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WarpPipe,
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WarpDoor,
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WarpTeleport,
//use racoon sound!
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LevelFailed,
//player died 1
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LevelCheckPoint,
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WorldMove,
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WorldDeny,
//Not allowed movement
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WorldOpenPath,
//Open paths
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WorldEnterLevel,
//Enter into level
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LevelExit01,
// reserved
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LevelExit02,
// card roulette
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LevelExit03,
// dungeon ball
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LevelExit04,
// reserved
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LevelExit05,
// key hole
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LevelExit06,
// crystal spshare
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LevelExit07,
// reserved
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LevelExit08,
// tape
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LevelExit09,
// reserved
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LevelExit10,
// reserved
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GameCompleted,
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BlockHit,
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BlockOpen,
//block with NPC
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BlockSmashed,
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BlockSwitch,
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__begin=Greeting,
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__end=BlockSwitch
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};
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};
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#endif // OBJ_SOUND_ROLES_H
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obj_sound_role
The obj_sound_role struct.
Definition:
obj_sound_roles.h:10
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