PGE Engine
 All Classes Namespaces Files Functions Variables Enumerations Enumerator Macros Pages
obj_sound_roles.h
1 #ifndef OBJ_SOUND_ROLES_H
2 #define OBJ_SOUND_ROLES_H
3 
11 {
12  // Note to the devs: Please updating Binding_Core_GlobalFuncs_Audio::bindConstants
13  // When updating this enum!
14  enum roles
15  {
16  Greeting=0,
17 
18  MenuDo=0,
19  MenuScroll,
20  MenuMessageBox,
21  MenuPause,
22 
23  CameraSwitch,
24 
25  PlayerJump, //Hey, i'm flying in air! :D
26  PlayerStomp, //Pha!
27  PlayerKick,
28  PlayerShrink,//Ouch!
29  PlayerGrow, //from small to big
30  PlayerDied, //player died 2
31  PlayerDropItem, //Drop reserve item
32  PlayerTakeItem, //Take item
33  PlayerSlide, //skid
34  PlayerGrab1,
35  PlayerGrab2,
36  PlayerSpring,
37  PlayerClimb,
38  PlayerTail,
39  PlayerMagic,
40  PlayerWaterSwim,
41 
42  BonusCoin,
43  Bonus1up,
44 
45  WeaponHammer,
46  WeaponFire, // fireball / iceball
47  WeaponCannon, // generators / big bullet
48  WeaponExplosion,
49  WeaponBigFire,
50 
51  NpcLavaBurn,
52  NpcStoneFall,
53  NpcHit,
54  NpcDeath,
55 
56  WarpPipe,
57  WarpDoor,
58  WarpTeleport,//use racoon sound!
59 
60  LevelFailed, //player died 1
61 
62  LevelCheckPoint,
63 
64  WorldMove,
65  WorldDeny, //Not allowed movement
66  WorldOpenPath, //Open paths
67  WorldEnterLevel,//Enter into level
68 
69  LevelExit01, // reserved
70  LevelExit02, // card roulette
71  LevelExit03, // dungeon ball
72  LevelExit04, // reserved
73  LevelExit05, // key hole
74  LevelExit06, // crystal spshare
75  LevelExit07, // reserved
76  LevelExit08, // tape
77  LevelExit09, // reserved
78  LevelExit10, // reserved
79 
80  GameCompleted,
81 
82  BlockHit,
83  BlockOpen, //block with NPC
84  BlockSmashed,
85  BlockSwitch,
86 
87  __begin=Greeting,
88  __end=BlockSwitch
89  };
90 };
91 
92 #endif // OBJ_SOUND_ROLES_H
93 
The obj_sound_role struct.
Definition: obj_sound_roles.h:10