Introduce SFX constants
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96db633acc
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a542ac7e51
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@ -90,7 +90,7 @@ void bbikeExit(void)
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func0f082a1c(obj, &coord, w, 0, 0);
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func0f0926bc(g_Vars.currentplayer->hoverbike, 1, 0xffff);
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func0f0926bc(g_Vars.currentplayer->prop, 1, 0xffff);
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func0f0939f8(NULL, g_Vars.currentplayer->hoverbike, 0x80af, -1,
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func0f0939f8(NULL, g_Vars.currentplayer->hoverbike, SFX_BIKE_PULSE, -1,
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-1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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obj->flags |= OBJFLAG_40000000;
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@ -1354,16 +1354,13 @@ void bbikeTick(void)
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func0f0926bc(g_Vars.currentplayer->hoverbike, 1, 0xffff);
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// Take-off sound
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func0f0939f8(NULL, g_Vars.currentplayer->prop, 0xf5, -1,
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func0f0939f8(NULL, g_Vars.currentplayer->prop, SFX_BIKE_TAKEOFF, -1,
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-1, 0, 0, 0, NULL, -1, NULL, -1, -1, -1, -1);
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// Pulsating hum
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func0f0939f8(NULL, g_Vars.currentplayer->prop, 0x80af, -1,
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func0f0939f8(NULL, g_Vars.currentplayer->prop, SFX_BIKE_PULSE, -1,
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-1, 0, 0, 0, NULL, -1, NULL, -1, -1, -1, -1);
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// Thruster
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func0f0939f8(NULL, g_Vars.currentplayer->hoverbike, 0x1b4, -1,
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func0f0939f8(NULL, g_Vars.currentplayer->hoverbike, SFX_BIKE_ENGINE, -1,
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-1, 0, 0, 0, NULL, -1, NULL, -1, -1, -1, -1);
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}
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@ -656,14 +656,14 @@ bool eyespyTryLaunch(void)
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// Launch successful
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g_Vars.currentplayer->eyespy->initialised = true;
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audioStart(var80095200, 0x80ab, 0, -1, -1, -1, -1, -1);
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audioStart(var80095200, SFX_DETONATE, 0, -1, -1, -1, -1, -1);
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launched = true;
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chr->chrflags &= ~CHRCFLAG_HIDDEN;
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chr->chrflags &= ~CHRCFLAG_INVINCIBLE_TO_GUNFIRE;
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func0f0939f8(NULL, g_Vars.currentplayer->eyespy->prop, 0x1bd, -1,
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func0f0939f8(NULL, g_Vars.currentplayer->eyespy->prop, SFX_EYESPY_RUNNING, -1,
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-1, 2, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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}
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@ -709,7 +709,7 @@ glabel bwalkCalculateNewPositionWithPush
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// func0f03417c(g_Vars.currentplayer->prop->chr, 0.4f, &sp90, 0, g_Vars.currentplayer->prop);
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//
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// // Laser zap sound
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// audioStart(var80095200, 0xf2, 0, -1, -1, -1, -1, -1);
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// audioStart(var80095200, SFX_PICKUP_LASER, 0, -1, -1, -1, -1, -1);
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// }
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// }
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// } else if (obstacle->type == PROPTYPE_CHR) {
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@ -1355,7 +1355,11 @@ void bwalkUpdateVertical(void)
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&& (chr->headnum == HEAD_DARK_COMBAT || chr->headnum == HEAD_DARK_FROCK)
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&& g_Vars.lvframe60 - g_Vars.currentplayer->fallstart > 40) {
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// Play Jo landing grunt
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s32 sounds[] = { 0x046f, 0x05b6, 0x05b7 };
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s32 sounds[] = {
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SFX_JO_LANDING_046F,
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SFX_JO_LANDING_05B6,
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SFX_JO_LANDING_05B7
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};
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func0f0939f8(NULL, g_Vars.currentplayer->prop, sounds[random() % 3],
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-1, -1, 0x8400, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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@ -3967,8 +3967,7 @@ void chrCloak(struct chrdata *chr, bool value)
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chr->hidden |= CHRHFLAG_CLOAKED;
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if (value) {
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// Cloak sound
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func0f0939f8(0, chr->prop, 0x5b, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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func0f0939f8(0, chr->prop, SFX_CLOAK_ON, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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}
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}
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}
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@ -3979,8 +3978,7 @@ void chrUncloak(struct chrdata *chr, bool value)
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chr->hidden &= ~CHRHFLAG_CLOAKED;
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if (value) {
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// Uncloak sound
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func0f0939f8(0, chr->prop, 0x5c, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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func0f0939f8(0, chr->prop, SFX_CLOAK_OFF, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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}
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#if PIRACYCHECKS
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@ -12566,7 +12566,7 @@ void chrTickAnim(struct chrdata *chr)
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&& modelGetCurAnimFrame(chr->model) >= 42
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&& (g_Vars.lvframenum & 1) == 0
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&& chrGetDistanceToCurrentPlayer(chr) < 800) {
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func0f0939f8(NULL, chr->prop, 0x37, -1,
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func0f0939f8(NULL, chr->prop, SFX_0037, -1,
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-1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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}
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@ -12747,21 +12747,32 @@ void chrTickDie(struct chrdata *chr)
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struct model *model = chr->model;
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u32 race = CHRRACE(chr);
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// Thud noises
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u16 thuds[] = { 0x808d, 0x808e, 0x808f, 0x8090, 0x8091, 0x8092, 0x8093, 0x8094, 0x8095, 0x8096, 0x8097 };
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u16 thuds[] = {
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SFX_THUD_808D,
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SFX_THUD_808E,
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SFX_THUD_808F,
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SFX_THUD_8090,
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SFX_THUD_8091,
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SFX_THUD_8092,
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SFX_THUD_8093,
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SFX_THUD_8094,
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SFX_THUD_8095,
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SFX_THUD_8096,
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SFX_THUD_8097,
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};
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u16 specialdiesounds[] = {
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0x8129, // "Noooo!"
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0x812f, // Death scream
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0x813a, // "Noooo!"
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0x813a, // "Noooo!"
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0x812f, // Death scream
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0x8092, // Thud
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0x8093, // Thud
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0x8094, // Thud
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0x8095, // Thud
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0x8096, // Thud
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0x8097, // Thud
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SFX_M1_NOOO, // "Noooo!"
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SFX_M1_SCREAM, // Death scream
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SFX_M2_NOOO, // "Noooo!"
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SFX_M2_NOOO, // "Noooo!"
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SFX_M1_SCREAM, // Death scream
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SFX_THUD_8092,
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SFX_THUD_8093,
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SFX_THUD_8094,
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SFX_THUD_8095,
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SFX_THUD_8096,
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SFX_THUD_8097,
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};
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static s32 thudindex = 0;
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@ -12783,7 +12794,15 @@ void chrTickDie(struct chrdata *chr)
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if (g_DrCarollDyingTimer > 120 && chr->voicebox) {
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// Play speech
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u16 phrases[] = { 0x024d, 0x024e, 0x024f, 0x0256, 0x0257, 0x0258 };
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u16 phrases[] = {
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SFX_DRCAROLL_SYSTEMS_FAILURE,
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SFX_DRCAROLL_YOU_GO_ON,
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SFX_DRCAROLL_I_CANT_MAKE_IT,
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SFX_DRCAROLL_IM_DYING,
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SFX_DRCAROLL_GOODBYE,
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SFX_DRCAROLL_YOU_WERE_SUPPOSED,
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};
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func0f0939f8(NULL, chr->prop, phrases[random() % 5], -1,
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-1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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chr->voicebox = 0;
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@ -12807,7 +12826,7 @@ void chrTickDie(struct chrdata *chr)
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// Play shield damage sound
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chr->soundtimer = 0;
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var80068080 -= 5;
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func0f0939f8(NULL, prop, 0x64, -1,
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func0f0939f8(NULL, prop, SFX_SHIELD_DAMAGE, -1,
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-1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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sparksCreate(prop->rooms[0], prop, &prop->pos, NULL, 0, 1);
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}
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@ -12838,7 +12857,7 @@ void chrTickDie(struct chrdata *chr)
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// If due, play thud 2 sound
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if (chr->act_die.thudframe2 >= 0 && modelGetCurAnimFrame(model) >= chr->act_die.thudframe2) {
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if (chr->specialdie < 5) {
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func0f0939f8(NULL, chr->prop, 0x808e, -1,
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func0f0939f8(NULL, chr->prop, SFX_THUD_808E, -1,
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-1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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} else {
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func0f0939f8(NULL, chr->prop, thuds[thudindex], -1,
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@ -13060,17 +13079,17 @@ void chrTickDruggedDrop(struct chrdata *chr)
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struct model *model = chr->model;
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u16 thuds[11] = {
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0x808d,
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0x808e,
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0x808f,
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0x8090,
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0x8091,
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0x8092,
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0x8093,
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0x8094,
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0x8095,
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0x8096,
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0x8097,
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SFX_THUD_808D,
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SFX_THUD_808E,
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SFX_THUD_808F,
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SFX_THUD_8090,
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SFX_THUD_8091,
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SFX_THUD_8092,
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SFX_THUD_8093,
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SFX_THUD_8094,
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SFX_THUD_8095,
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SFX_THUD_8096,
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SFX_THUD_8097,
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};
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static s32 thudindex = 0;
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@ -23090,7 +23109,12 @@ void chrTickSkJump(struct chrdata *chr)
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modelSetAnimSpeed(chr->model, 2.5, 0);
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break;
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case SKJUMPSTATE_AIRBORNE: {
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u16 sounds[] = { 0x532, 0x533, 0x534 };
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u16 sounds[] = {
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SFX_SKEDAR_ROAR_0532,
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SFX_SKEDAR_ROAR_0533,
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SFX_SKEDAR_ROAR_0534,
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};
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func0f0939f8(NULL, chr->prop, sounds[random() % 3], -1,
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-1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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modelSetAnimation(chr->model, ANIM_SKEDAR_JUMPAIR, 0, 0, -1, 16);
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@ -27715,8 +27739,7 @@ bool chrIsAvoiding(struct chrdata *chr)
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void chrDrCarollEmitSparks(struct chrdata *chr)
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{
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if (chr && chr->prop) {
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// Spark/shield sound
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func0f0939f8(0, chr->prop, 0x64, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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func0f0939f8(0, chr->prop, SFX_SHIELD_DAMAGE, -1, -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
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sparksCreate(chr->prop->rooms[0], chr->prop, &chr->prop->pos, NULL, 0, 1);
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}
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}
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@ -6941,222 +6941,222 @@ bool ai012f(void)
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s16 g_GuardQuipBank[][4] = {
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// Voicebox 0
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{ QUIP_ATTACK1, 0x027b, 0x027b, 0x027c }, // "I've got a clear shot", "She's mine"
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{ QUIP_ATTACK2, 0x027d, 0x027e, 0x027f }, // "Open fire", "Wipe her out", "Waste her"
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{ QUIP_GOTOCOVER1, 0x028a, 0x028b, 0x028c }, // "Cover me", "Watch my back", "Take cover"
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{ QUIP_GRENADE1, 0x035b, 0x035c, 0x035d }, // "Look out, look out", "It's a grenade", "Clear the area"
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{ QUIP_RETREAT1, 0x0290, 0x80fb, 0x0292 }, // "Go to plan B", "Get the hell out of here", "Retreat"
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{ QUIP_GRENADE2, 0x0293, 0x0294, 0x029d }, // "Catch", "Everybody down", "Grenade"
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{ QUIP_RETREAT2, 0x0297, 0x0298, 0x0299 }, // "Fall back", "Everyone back off", "Withdraw"
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{ QUIP_FLANK, 0x029a, 0x029b, 0x029c }, // "Flank the target", "Let's split up", "Surround her"
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{ QUIP_SURRENDER, 0x02a7, 0x02a8, 0x02a9 }, // "Please, don't shoot me", "I give up", "You win, I surrender"
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{ QUIP_HEARNOISE, 0x026b, 0x026c, 0x026d }, // "Did you hear that?", "What's that noise?", "I heard a noise"
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{ QUIP_10, 0x0037, 0x0037, 0x0037 },
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{ QUIP_SEEPLAYER, 0x0264, 0x0265, 0x0266 }, // "Hey, you", "Intruder alert", "We've got a contact"
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{ QUIP_SHOTUNALERT, 0x80f7, 0x80f7, 0x80f8 }, // "Holy shh", "What the hell?"
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{ QUIP_INJURED1, 0x025e, 0x025f, 0x0260 }, // "Medic!", "Ow!", "You shot me!"
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{ QUIP_INJURED2, 0x0261, 0x0262, 0x0263 }, // "I'm hit, I'm hit!", "I'm taking fire!", "Taking damage!"
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{ QUIP_KILLEDPLAYER1, 0x02a3, 0x02a4, 0x02a5 }, // "Grab a body bag", "One for the morgue", "Rest in peace"
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{ QUIP_WARNFRIENDS, 0x0272, 0x0273, 0x0274 }, // "Intruder alert", "We've got trouble", "We've got problems"
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{ QUIP_GOFORALARM, 0x0037, 0x0037, 0x0037 },
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{ QUIP_SURPRISED, 0x025b, 0x025c, 0x025c }, // "What the?", "Who the?"
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{ QUIP_INSPECTBODY, 0x026e, 0x026f, 0x0270 }, // "Are you okay?", "Got a man down!", "He's bought it"
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{ QUIP_20, 0x0037, 0x0037, 0x0037 },
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{ QUIP_HITPLAYER, 0x0280, 0x0281, 0x0282 }, // "Give it up!", "Surrender, now!", "Take that!"
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{ QUIP_MISSEDPLAYER1, 0x80f9, 0x80f9, 0x0287 }, // "Damn it, missed", "How did I miss?"
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{ QUIP_MISSEDPLAYER2, 0x80fa, 0x80fa, 0x0289 }, // "God sake, someone hit her", "She's a tricky one"
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{ QUIP_GOTOCOVER2, 0x028d, 0x028e, 0x028f }, // "Take cover", "I'll cover you", "Get down!"
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{ QUIP_DIE, 0x80fc, 0x80fd, 0x02a2 }, // "You bitch", "Oh my god", "She got me"
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{ QUIP_26, 0x0037, 0x0037, 0x0037 },
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{ QUIP_SEARCHSUCCESS, 0x0275, 0x0277, 0x0278 }, // "I see her", "There she is", "There, movement"
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{ QUIP_SEEEYESPY, 0x8167, 0x04c9, 0x04ca }, // "What the hell?", "Hello there", "What's this?"
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{ QUIP_GREETING, 0x815d, 0x815e, 0x815f }, // "How's things?", "Hey there", "Hi, how are you?"
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{ QUIP_ASKWEAPON1, 0x1aa0, 0x1aa1, 0x1aa2 }, // "Where did you get that?", "Should you have that?", "What are you doing with that weapon?"
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{ QUIP_ASKWEAPON2, 0x0037, 0x1aa3, 0x1aa4 }, // "Don't point that at me", "Watch where you're pointing that"
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{ QUIP_UNCOVERDISGUISE1, 0x1aa5, 0x1aa5, 0x1aa6 }, // "Imposter!", "It's a spy!"
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{ QUIP_LOSTGUN, 0x04c6, 0x04c6, 0x04c6 }, // "My gun!"
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{ QUIP_GOFORALARM, 0x04c7, 0x04c7, 0x04c7 }, // "Trigger the alarm"
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{ QUIP_SEARCHFAIL, 0x04cb, 0x04cb, 0x04cc }, // "I'm sure I heard a noise", "I must be hearing things"
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{ QUIP_ATTACK3, 0x027b, 0x027b, 0x027d }, // "I've got a clear shot", "Open fire!"
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{ QUIP_ATTACK4, 0x027b, 0x027d, 0x027d }, // "I've got a clear shot", "Open fire!"
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{ QUIP_KILLEDPLAYER2, 0x02a3, 0x02a4, 0x02a5 }, // "Grab a body bag", "One for the morgue", "Rest in peace"
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{ QUIP_GUNJAMMED, 0x04c6, 0x04c6, 0x04c6 }, // "My gun!"
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{ QUIP_UNCOVEREDDISGUISE2, 0x1aa6, 0x1aa6, 0x1aa6 }, // "It's a spy!"
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{ QUIP_ATTACK1, SFX_M0_CLEAR_SHOT, SFX_M0_CLEAR_SHOT, SFX_M0_SHES_MINE },
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{ QUIP_ATTACK2, SFX_M0_OPEN_FIRE, SFX_M0_WIPE_HER_OUT, SFX_M0_WASTE_HER },
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{ QUIP_GOTOCOVER1, SFX_M0_COVER_ME, SFX_M0_WATCH_MY_BACK, SFX_M0_TAKE_COVER },
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{ QUIP_GRENADE1, SFX_M0_M1_LOOK_OUT_LOOK_OUT, SFX_M0_M1_ITS_A_GRENADE, SFX_M0_M1_CLEAR_THE_AREA },
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{ QUIP_RETREAT1, SFX_M0_GO_TO_PLAN_B, SFX_M0_GET_THE_HELL_OUT_OF_HERE, SFX_M0_RETREAT },
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{ QUIP_GRENADE2, SFX_M0_CATCH, SFX_M0_EVERYBODY_DOWN, SFX_M0_GRENADE },
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{ QUIP_RETREAT2, SFX_M0_FALL_BACK, SFX_M0_EVERYONE_BACK_OFF, SFX_M0_WITHDRAW },
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{ QUIP_FLANK, SFX_M0_FLANK_THE_TARGET, SFX_M0_LETS_SPLIT_UP, SFX_M0_SURROUND_HER },
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{ QUIP_SURRENDER, SFX_M0_DONT_SHOOT_ME, SFX_M0_I_GIVE_UP, SFX_M0_YOU_WIN_I_SURRENDER },
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{ QUIP_HEARNOISE, SFX_M0_HEAR_THAT, SFX_M0_WHATS_THAT_NOISE, SFX_M0_HEARD_A_NOISE },
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{ QUIP_10, SFX_0037, SFX_0037, SFX_0037 },
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{ QUIP_SEEPLAYER, SFX_M0_HEY_YOU, SFX_M0_INTRUDER_ALERT, SFX_M0_GOT_A_CONTACT },
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{ QUIP_SHOTUNALERT, SFX_M0_HOLY_SHH, SFX_M0_HOLY_SHH, SFX_M0_WHAT_THE_HELL },
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{ QUIP_INJURED1, SFX_M0_MEDIC, SFX_M0_OW, SFX_M0_YOU_SHOT_ME },
|
||||
{ QUIP_INJURED2, SFX_M0_IM_HIT, SFX_M0_IM_TAKING_FIRE, SFX_M0_TAKING_DAMAGE },
|
||||
{ QUIP_KILLEDPLAYER1, SFX_M0_GRAB_A_BODY_BAG, SFX_M0_ONE_FOR_THE_MORGUE, SFX_M0_REST_IN_PEACE },
|
||||
{ QUIP_WARNFRIENDS, SFX_M0_INTRUDER_ALERT2, SFX_M0_WEVE_GOT_TROUBLE, SFX_M0_WEVE_GOT_PROBLEMS },
|
||||
{ QUIP_GOFORALARM, SFX_0037, SFX_0037, SFX_0037 },
|
||||
{ QUIP_SURPRISED, SFX_M0_WHAT_THE, SFX_M0_WHO_THE, SFX_M0_WHO_THE },
|
||||
{ QUIP_INSPECTBODY, SFX_M0_ARE_YOU_OKAY, SFX_M0_GOT_A_MAN_DOWN, SFX_M0_HES_BOUGHT_IT },
|
||||
{ QUIP_20, SFX_0037, SFX_0037, SFX_0037 },
|
||||
{ QUIP_HITPLAYER, SFX_M0_GIVE_IT_UP, SFX_M0_SURRENDER_NOW, SFX_M0_TAKE_THAT },
|
||||
{ QUIP_MISSEDPLAYER1, SFX_M0_DAMN_IT_MISSED, SFX_M0_DAMN_IT_MISSED, SFX_M0_HOW_DID_I_MISS },
|
||||
{ QUIP_MISSEDPLAYER2, SFX_M0_GODS_SAKE_SOMEONE_HIT_HER, SFX_M0_GODS_SAKE_SOMEONE_HIT_HER, SFX_M0_SHES_A_TRICKY_ONE },
|
||||
{ QUIP_GOTOCOVER2, SFX_M0_TAKE_COVER_028D, SFX_M0_ILL_COVER_YOU, SFX_M0_GET_DOWN },
|
||||
{ QUIP_DIE, SFX_M0_YOU_BITCH, SFX_M0_OH_MY_GOD, SFX_M0_SHE_GOT_ME },
|
||||
{ QUIP_26, SFX_0037, SFX_0037, SFX_0037 },
|
||||
{ QUIP_SEARCHSUCCESS, SFX_M0_I_SEE_HER, SFX_M0_THERE_SHE_IS, SFX_M0_THERE_MOVEMENT },
|
||||
{ QUIP_SEEEYESPY, SFX_M0_WHAT_THE_HELL_8167, SFX_M0_HELLO_THERE, SFX_M0_WHATS_THIS },
|
||||
{ QUIP_GREETING, SFX_M0_HOWS_THINGS, SFX_M0_HEY_THERE, SFX_M0_HI_HOW_ARE_YOU },
|
||||
{ QUIP_ASKWEAPON1, SFX_M0_WHERE_DID_YOU_GET_THAT, SFX_M0_SHOULD_YOU_HAVE_THAT, SFX_M0_WHAT_ARE_YOU_DOING },
|
||||
{ QUIP_ASKWEAPON2, SFX_0037, SFX_M0_DONT_POINT_THAT_AT_ME, SFX_M0_WATCH_WHERE_YOURE_POINTING },
|
||||
{ QUIP_UNCOVERDISGUISE1, SFX_M0_IMPOSTER, SFX_M0_IMPOSTER, SFX_M0_ITS_A_SPY },
|
||||
{ QUIP_LOSTGUN, SFX_M0_MY_GUN, SFX_M0_MY_GUN, SFX_M0_MY_GUN },
|
||||
{ QUIP_GOFORALARM, SFX_M0_TRIGGER_THE_ALARM, SFX_M0_TRIGGER_THE_ALARM, SFX_M0_TRIGGER_THE_ALARM },
|
||||
{ QUIP_SEARCHFAIL, SFX_M0_IM_SURE_I_HEARD_A_NOISE, SFX_M0_IM_SURE_I_HEARD_A_NOISE, SFX_M0_HEARING_THINGS },
|
||||
{ QUIP_ATTACK3, SFX_M0_CLEAR_SHOT, SFX_M0_CLEAR_SHOT, SFX_M0_OPEN_FIRE },
|
||||
{ QUIP_ATTACK4, SFX_M0_CLEAR_SHOT, SFX_M0_OPEN_FIRE, SFX_M0_OPEN_FIRE },
|
||||
{ QUIP_KILLEDPLAYER2, SFX_M0_GRAB_A_BODY_BAG, SFX_M0_ONE_FOR_THE_MORGUE, SFX_M0_REST_IN_PEACE },
|
||||
{ QUIP_GUNJAMMED, SFX_M0_MY_GUN, SFX_M0_MY_GUN, SFX_M0_MY_GUN },
|
||||
{ QUIP_UNCOVEREDDISGUISE2, SFX_M0_ITS_A_SPY, SFX_M0_ITS_A_SPY, SFX_M0_ITS_A_SPY },
|
||||
// Voicebox 1
|
||||
{ QUIP_ATTACK1, 0x0322, 0x0323, 0x0324 }, // "You made your last mistake", "What are you waiting for?", "Bring it on"
|
||||
{ QUIP_ATTACK2, 0x0325, 0x0326, 0x0327 }, // "Take her down, men!", "Everybody, get her!", "Attack!"
|
||||
{ QUIP_GOTOCOVER1, 0x812e, 0x0335, 0x0336 }, // "Cover my ass", "Cover me, now!", "I'm going for cover"
|
||||
{ QUIP_GRENADE1, 0x035b, 0x035c, 0x035d }, // "Look out, look out!", "It's a grenade", "Clear the area"
|
||||
{ QUIP_RETREAT1, 0x033a, 0x033b, 0x033c }, // "She's too good, run!", "Get some backup!", "Evacuate the area!"
|
||||
{ QUIP_GRENADE2, 0x033d, 0x033f, 0x0342 }, // "Catch this", "Here, keep it", "Grenade!"
|
||||
{ QUIP_RETREAT2, 0x0343, 0x0344, 0x0345 }, // "Withdraw, withdraw!", "Fall back!", "Everyone, get back!"
|
||||
{ QUIP_FLANK, 0x0346, 0x0347, 0x0348 }, // "Surround her!", "Spread out!", "Split up!"
|
||||
{ QUIP_SURRENDER, 0x0349, 0x034a, 0x034b }, // "Please don't", "Don't shoot", "I'm only doing my job"
|
||||
{ QUIP_HEARNOISE, 0x030e, 0x030f, 0x0310 }, // "That sounded like...", "Gunfire!", "Someone's shooting!"
|
||||
{ QUIP_10, 0x0037, 0x0037, 0x0037 },
|
||||
{ QUIP_SEEPLAYER, 0x0306, 0x0307, 0x0308 }, // "Come here", "There's someone here", "Get her"
|
||||
{ QUIP_SHOTUNALERT, 0x0309, 0x8128, 0x030b }, // "Whoa!", "My god", "Is that a bullet?"
|
||||
{ QUIP_INJURED1, 0x8126, 0x0301, 0x0302 }, // "Oh my god", "I'm hit, I'm hit!", "I'm bleeding"
|
||||
{ QUIP_INJURED2, 0x8127, 0x0304, 0x0305 }, // "Oh god I'm hit", "Help me out", "I'm in trouble"
|
||||
{ QUIP_KILLEDPLAYER1, 0x0037, 0x0037, 0x0037 },
|
||||
{ QUIP_WARNFRIENDS, 0x031c, 0x031d, 0x031e }, // "Look out, she's coming!", "Take cover!", "Look out, look out"
|
||||
{ QUIP_GOFORALARM, 0x0037, 0x0037, 0x0037 },
|
||||
{ QUIP_SURPRISED, 0x8124, 0x8125, 0x02ff }, // "Holy...", "What the hell?", "Wha?"
|
||||
{ QUIP_INSPECTBODY, 0x8129, 0x812a, 0x0316 }, // "Noooo!", "Oh god he's dead!", "He's gone!"
|
||||
{ QUIP_20, 0x031c, 0x031d, 0x031e }, // "Look out, she's coming!", "Take cover!", "Look out, look out"
|
||||
{ QUIP_HITPLAYER, 0x0356, 0x0329, 0x0329 }, // "I'm just too good", "Yeah baby"
|
||||
{ QUIP_MISSEDPLAYER1, 0x812b, 0x032f, 0x812c }, // "Bloody stupid gun", "My gun, it's useless", "Damn it"
|
||||
{ QUIP_MISSEDPLAYER2, 0x0331, 0x0332, 0x812d }, // "Stop dodging", "Someone hit her", "Damn, she's good"
|
||||
{ QUIP_GOTOCOVER2, 0x0337, 0x0338, 0x0339 }, // "Go for it", "Go go, go!", "Run!"
|
||||
{ QUIP_DIE, 0x812f, 0x034d, 0x034e }, // Death scream, "Why me", choking
|
||||
{ QUIP_26, 0x0355, 0x0356, 0x0357 }, // "Outstanding", "I'm just too good"
|
||||
{ QUIP_SEARCHSUCCESS, 0x031f, 0x0320, 0x0321 }, // "Over there", "Halt", "Freeze"
|
||||
{ QUIP_SEEEYESPY, 0x04cf, 0x04d0, 0x04d1 }, // "What is it?", "How did that get here?", "Don't touch it!"
|
||||
{ QUIP_GREETING, 0x8163, 0x8163, 0x8164 }, // "Hi there", "How's things?"
|
||||
{ QUIP_ASKWEAPON1, 0x1ace, 0x1ace, 0x1acf }, // "Where are you taking that weapon?", "Get that firearm approved, now!"
|
||||
{ QUIP_ASKWEAPON2, 0x1ad0, 0x1ad0, 0x1ad1 }, // "Hey watch what you're doing with that", "Be careful!"
|
||||
{ QUIP_UNCOVERDISGUISE1, 0x1ad2, 0x1ad2, 0x1ad3 }, // "Stop right there", "Drop the gun"
|
||||
{ QUIP_LOSTGUN, 0x8168, 0x8168, 0x8168 }, // "Geez"
|
||||
{ QUIP_GOFORALARM, 0x04ce, 0x04ce, 0x04ce }, // "Warn the others"
|
||||
{ QUIP_SEARCHFAIL, 0x04d2, 0x04d3, 0x04d3 }, // "I can't see anybody", "There's no one here"
|
||||
{ QUIP_ATTACK3, 0x0322, 0x0323, 0x0324 }, // "You made your last mistake", "What are you waiting for?", "Bring it on"
|
||||
{ QUIP_ATTACK4, 0x0324, 0x0327, 0x0327 }, // "Bring it on", "Attack!"
|
||||
{ QUIP_KILLEDPLAYER2, 0x0356, 0x0357, 0x035a }, // "I'm just too good", "Yee-ha, got one", "Another one bites the dust"
|
||||
{ QUIP_GUNJAMMED, 0x812b, 0x032f, 0x812c }, // "Bloody stupid gun", "My gun, it's useless", "Damn it"
|
||||
{ QUIP_UNCOVEREDDISGUISE2, 0x1ad2, 0x1ad2, 0x1ad2 }, // "Stop right there!"
|
||||
{ QUIP_ATTACK1, SFX_M1_LAST_MISTAKE, SFX_M1_WHAT_ARE_YOU_WAITING_FOR, SFX_M1_BRING_IT_ON },
|
||||
{ QUIP_ATTACK2, SFX_M1_TAKE_HER_DOWN, SFX_M1_EVERYBODY_GET_HER, SFX_M1_ATTACK },
|
||||
{ QUIP_GOTOCOVER1, SFX_M1_COVER_MY_ASS, SFX_M1_COVER_ME_NOW, SFX_M1_IM_GOING_FOR_COVER },
|
||||
{ QUIP_GRENADE1, SFX_M0_M1_LOOK_OUT_LOOK_OUT, SFX_M0_M1_ITS_A_GRENADE, SFX_M0_M1_CLEAR_THE_AREA },
|
||||
{ QUIP_RETREAT1, SFX_M1_SHES_TOO_GOOD_RUN, SFX_M1_GET_SOME_BACKUP, SFX_M1_EVACUATE_THE_AREA },
|
||||
{ QUIP_GRENADE2, SFX_M1_CATCH_THIS, SFX_M1_HERE_KEEP_IT, SFX_M1_GRENADE },
|
||||
{ QUIP_RETREAT2, SFX_M1_WITHDRAW, SFX_M1_FALL_BACK, SFX_M1_EVERYONE_GET_BACK },
|
||||
{ QUIP_FLANK, SFX_M1_SURROUND_HER, SFX_M1_SPREAD_OUT, SFX_M1_SPLIT_UP },
|
||||
{ QUIP_SURRENDER, SFX_M1_PLEASE_DONT, SFX_M1_DONT_SHOOT, SFX_M1_IM_ONLY_DOING_MY_JOB },
|
||||
{ QUIP_HEARNOISE, SFX_M1_THAT_SOUNDED_LIKE, SFX_M1_GUNFIRE, SFX_M1_SOMEONES_SHOOTING },
|
||||
{ QUIP_10, SFX_0037, SFX_0037, SFX_0037 },
|
||||
{ QUIP_SEEPLAYER, SFX_M1_COME_HERE, SFX_M1_THERES_SOMEONE_HERE, SFX_M1_GET_HER },
|
||||
{ QUIP_SHOTUNALERT, SFX_M1_WHOA, SFX_M1_MY_GOD, SFX_M1_IS_THAT_A_BULLET },
|
||||
{ QUIP_INJURED1, SFX_M1_OH_MY_GOD, SFX_M1_IM_HIT_IM_HIT, SFX_M1_IM_BLEEDING },
|
||||
{ QUIP_INJURED2, SFX_M1_OH_GOD_IM_HIT, SFX_M1_HELP_ME_OUT, SFX_M1_IM_IN_TROUBLE },
|
||||
{ QUIP_KILLEDPLAYER1, SFX_0037, SFX_0037, SFX_0037 },
|
||||
{ QUIP_WARNFRIENDS, SFX_M1_M2_LOOK_OUT_SHES_COMING, SFX_M1_M2_TAKE_COVER, SFX_M1_M2_LOOK_OUT_LOOK_OUT },
|
||||
{ QUIP_GOFORALARM, SFX_0037, SFX_0037, SFX_0037 },
|
||||
{ QUIP_SURPRISED, SFX_M1_HOLY, SFX_M1_WHAT_THE_HELL, SFX_M1_WHA },
|
||||
{ QUIP_INSPECTBODY, SFX_M1_NOOO, SFX_M1_OH_GOD_HES_DEAD, SFX_M1_HES_GONE },
|
||||
{ QUIP_20, SFX_M1_M2_LOOK_OUT_SHES_COMING, SFX_M1_M2_TAKE_COVER, SFX_M1_M2_LOOK_OUT_LOOK_OUT },
|
||||
{ QUIP_HITPLAYER, SFX_M1_IM_JUST_TOO_GOOD, SFX_M1_YEAH_BABY, SFX_M1_YEAH_BABY },
|
||||
{ QUIP_MISSEDPLAYER1, SFX_M1_BLOODY_STUPID_GUN, SFX_M1_MY_GUN_ITS_USELESS, SFX_M1_DAMN_IT },
|
||||
{ QUIP_MISSEDPLAYER2, SFX_M1_STOP_DODGING, SFX_M1_SOMEONE_HIT_HER, SFX_M1_DAMN_SHES_GOOD },
|
||||
{ QUIP_GOTOCOVER2, SFX_M1_GO_FOR_IT, SFX_M1_GO_GO_GO, SFX_M1_RUN },
|
||||
{ QUIP_DIE, SFX_M1_SCREAM, SFX_M1_WHY_ME, SFX_M1_CHOKING },
|
||||
{ QUIP_26, SFX_M1_OUTSTANDING, SFX_M1_IM_JUST_TOO_GOOD, SFX_M1_YEEHAH_GOT_ONE },
|
||||
{ QUIP_SEARCHSUCCESS, SFX_M1_OVER_THERE, SFX_M1_HALT, SFX_M1_FREEZE },
|
||||
{ QUIP_SEEEYESPY, SFX_M1_WHAT_IS_IT, SFX_M1_HOW_DID_THAT_GET_HERE, SFX_M1_DONT_TOUCH_IT },
|
||||
{ QUIP_GREETING, SFX_M1_HI_THERE, SFX_M1_HI_THERE, SFX_M1_HOWS_THINGS },
|
||||
{ QUIP_ASKWEAPON1, SFX_M1_WHERE_ARE_YOU_TAKING, SFX_M1_WHERE_ARE_YOU_TAKING, SFX_M1_GET_THAT_FIREARM_APPROVED },
|
||||
{ QUIP_ASKWEAPON2, SFX_M1_WATCH_WHAT_YOURE_DOING, SFX_M1_WATCH_WHAT_YOURE_DOING, SFX_M1_BE_CAREFUL },
|
||||
{ QUIP_UNCOVERDISGUISE1, SFX_M1_STOP_RIGHT_THERE, SFX_M1_STOP_RIGHT_THERE, SFX_M1_DROP_THE_GUN },
|
||||
{ QUIP_LOSTGUN, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ },
|
||||
{ QUIP_GOFORALARM, SFX_M1_WARN_THE_OTHERS, SFX_M1_WARN_THE_OTHERS, SFX_M1_WARN_THE_OTHERS },
|
||||
{ QUIP_SEARCHFAIL, SFX_M1_I_CANT_SEE_ANYBODY, SFX_M1_THERES_NO_ONE_HERE, SFX_M1_THERES_NO_ONE_HERE },
|
||||
{ QUIP_ATTACK3, SFX_M1_LAST_MISTAKE, SFX_M1_WHAT_ARE_YOU_WAITING_FOR, SFX_M1_BRING_IT_ON },
|
||||
{ QUIP_ATTACK4, SFX_M1_BRING_IT_ON, SFX_M1_ATTACK, SFX_M1_ATTACK },
|
||||
{ QUIP_KILLEDPLAYER2, SFX_M1_IM_JUST_TOO_GOOD, SFX_M1_YEEHAH_GOT_ONE, SFX_M1_ANOTHER_ONE_BITES_THE_DUST },
|
||||
{ QUIP_GUNJAMMED, SFX_M1_BLOODY_STUPID_GUN, SFX_M1_MY_GUN_ITS_USELESS, SFX_M1_DAMN_IT },
|
||||
{ QUIP_UNCOVEREDDISGUISE2, SFX_M1_STOP_RIGHT_THERE, SFX_M1_STOP_RIGHT_THERE, SFX_M1_STOP_RIGHT_THERE },
|
||||
// Voicebox 2
|
||||
{ QUIP_ATTACK1, 0x03e7, 0x03e8, 0x03e9 }, // "Come on, man", "Die", "Take this"
|
||||
{ QUIP_ATTACK2, 0x03ea, 0x03eb, 0x03ec }, // "Move in", "You're out of your league", "Let her have it"
|
||||
{ QUIP_GOTOCOVER1, 0x03f9, 0x03fa, 0x03fb }, // "Help me out here", "Hey, distract her", "Keep her occupied"
|
||||
{ QUIP_GRENADE1, 0x0420, 0x0421, 0x813d }, // "Get back, quick!", "We're gonna die!", "God, run!"
|
||||
{ QUIP_RETREAT1, 0x03ff, 0x8139, 0x0401 }, // "Retreat!", "Let's get the hell out of here", "Get back, get back!"
|
||||
{ QUIP_GRENADE2, 0x0403, 0x0405, 0x0407 }, // "Fire in the hole", "Here's a little present for ya", "Try this for size"
|
||||
{ QUIP_RETREAT2, 0x0408, 0x0409, 0x040a }, // "Get out of the way!", "Fall back!", "Move out"
|
||||
{ QUIP_FLANK, 0x040b, 0x040c, 0x040d }, // "Team up, guys", "Come on, around the side", "Scatter!"
|
||||
{ QUIP_SURRENDER, 0x040e, 0x040f, 0x0410 }, // "I don't like this any more", "Don't hurt me", "You win, I give up"
|
||||
{ QUIP_HEARNOISE, 0x03d6, 0x03d6, 0x03d7 }, // "Listen, gunshots", "Someone's nearby"
|
||||
{ QUIP_10, 0x0037, 0x0037, 0x0037 },
|
||||
{ QUIP_SEEPLAYER, 0x03d0, 0x03d1, 0x8134 }, // "Target sighted", "Come on, man", "God damn it"
|
||||
{ QUIP_SHOTUNALERT, 0x03d3, 0x8135, 0x03d5 }, // "That was close", "Holy moly", "Ay caramba"
|
||||
{ QUIP_INJURED1, 0x8132, 0x03c8, 0x03c8 }, // "Geez, that hurt", "Why you..."
|
||||
{ QUIP_INJURED2, 0x03cd, 0x03ce, 0x8133 }, // "I'm injured", "I'm hit, I'm hit", "Damn it, I'm taking fire!"
|
||||
{ QUIP_KILLEDPLAYER1, 0x0037, 0x0037, 0x0037 },
|
||||
{ QUIP_WARNFRIENDS, 0x03e1, 0x03e2, 0x03e3 }, // "Watch out!", "Help me out", "We've got an intruder"
|
||||
{ QUIP_GOFORALARM, 0x0037, 0x0037, 0x0037 },
|
||||
{ QUIP_SURPRISED, 0x03c4, 0x03c5, 0x03c6 }, // "How the?", "Hey", "Stop"
|
||||
{ QUIP_INSPECTBODY, 0x03d9, 0x03da, 0x03db }, // "Body count's too high!", "I never liked him anyway", "That was my best friend"
|
||||
{ QUIP_20, 0x031c, 0x031d, 0x031e }, // "Look out, she's coming!", "Take cover!", "Look out, look out"
|
||||
{ QUIP_HITPLAYER, 0x03ed, 0x03ee, 0x03ef }, // "Surrender or die", "I have you now", "You won't beat me"
|
||||
{ QUIP_MISSEDPLAYER1, 0x8136, 0x03f4, 0x8137 }, // "Damn, missed again", "I don't believe it", "Damn you"
|
||||
{ QUIP_MISSEDPLAYER2, 0x8138, 0x03f7, 0x03f8 }, // "Hell, she's good", "Stop moving", "No escape for you"
|
||||
{ QUIP_GOTOCOVER2, 0x03fc, 0x03fd, 0x03fe }, // "Move it, move it", "Get to cover now", "Run for it"
|
||||
{ QUIP_DIE, 0x813a, 0x813c, 0x0415 }, // "Noooo!", "Oh god, I'm dying", "I don't want to die"
|
||||
{ QUIP_26, 0x041b, 0x041c, 0x041d }, // "I'm the man", "Boy that was close", "Did you see that?"
|
||||
{ QUIP_SEARCHSUCCESS, 0x03e4, 0x03e5, 0x03e6 }, // "Get her!", "There, attack!", "Hey, you, stop!"
|
||||
{ QUIP_SEEEYESPY, 0x04d5, 0x04d6, 0x04d7 }, // "Is it dangerous?", "Don't move", "Stay back"
|
||||
{ QUIP_GREETING, 0x8165, 0x8165, 0x8166 }, // "Hello", "Hey, what's up?"
|
||||
{ QUIP_ASKWEAPON1, 0x1ad6, 0x1ad6, 0x1ad7 }, // "Do you have permission for that?", "What are you doing with that gun?"
|
||||
{ QUIP_ASKWEAPON2, 0x1ad8, 0x1ad8, 0x1ad9 }, // "Hey, that's dangerous", "Watch it, that thing could go off"
|
||||
{ QUIP_UNCOVERDISGUISE1, 0x1ada, 0x1ada, 0x1adb }, // "Put your hands up", "It's a terrorist!"
|
||||
{ QUIP_LOSTGUN, 0x8168, 0x8168, 0x8168 }, // "Geez"
|
||||
{ QUIP_GOFORALARM, 0x04d4, 0x04d4, 0x04d4 }, // "Activate the alarm!"
|
||||
{ QUIP_SEARCHFAIL, 0x04d8, 0x04d8, 0x04d9 }, // "I bet this is another drill", "Another false alarm"
|
||||
{ QUIP_ATTACK3, 0x03e7, 0x03e8, 0x03e9 }, // "Come on, man", "Die", "Take this"
|
||||
{ QUIP_ATTACK4, 0x03e8, 0x03eb, 0x03eb }, // "Die", "You're out of your league"
|
||||
{ QUIP_KILLEDPLAYER2, 0x041b, 0x0417, 0x041d }, // "I'm the man", "It's all over for this one", "Did you see that?"
|
||||
{ QUIP_GUNJAMMED, 0x8134, 0x03f4, 0x8134 }, // "God damn it", "I don't believe it"
|
||||
{ QUIP_UNCOVEREDDISGUISE2, 0x1adb, 0x1adb, 0x1adb }, // "It's a terrorist!"
|
||||
{ QUIP_ATTACK1, SFX_M2_COME_ON_MAN2, SFX_M2_DIE, SFX_M2_TAKE_THIS },
|
||||
{ QUIP_ATTACK2, SFX_M2_MOVE_IN, SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE, SFX_M2_LET_HER_HAVE_IT },
|
||||
{ QUIP_GOTOCOVER1, SFX_M2_HELP_ME_OUT_HERE, SFX_M2_HEY_DISTRACT_HER, SFX_M2_KEEP_HER_OCCUPIED },
|
||||
{ QUIP_GRENADE1, SFX_M2_GET_BACK_QUICK, SFX_M2_WERE_GONNA_DIE, SFX_M2_GOD_RUN },
|
||||
{ QUIP_RETREAT1, SFX_M2_RETREAT, SFX_M2_LETS_GET_THE_HELL_OUT_OF_HERE, SFX_M2_GET_BACK_GET_BACK },
|
||||
{ QUIP_GRENADE2, SFX_M2_FIRE_IN_THE_HOLE, SFX_M2_HERES_A_LITTLE_PRESENT_FOR_YA, SFX_M2_TRY_THIS_FOR_SIZE },
|
||||
{ QUIP_RETREAT2, SFX_M2_GET_OUT_OF_THE_WAY, SFX_M2_FALL_BACK, SFX_M2_MOVE_OUT },
|
||||
{ QUIP_FLANK, SFX_M2_TEAM_UP_GUYS, SFX_M2_COME_ON_AROUND_THE_SIDE, SFX_M2_SCATTER },
|
||||
{ QUIP_SURRENDER, SFX_M2_I_DONT_LIKE_THIS_ANY_MORE, SFX_M2_DONT_HURT_ME, SFX_M2_YOU_WIN_I_GIVE_UP },
|
||||
{ QUIP_HEARNOISE, SFX_M2_LISTEN_GUNSHOTS, SFX_M2_LISTEN_GUNSHOTS, SFX_M2_SOMEONES_NEARBY },
|
||||
{ QUIP_10, SFX_0037, SFX_0037, SFX_0037 },
|
||||
{ QUIP_SEEPLAYER, SFX_M2_TARGET_SIGHTED, SFX_M2_COME_ON_MAN, SFX_M2_GOD_DAMN_IT },
|
||||
{ QUIP_SHOTUNALERT, SFX_M2_THAT_WAS_CLOSE, SFX_M2_HOLY_MOLY, SFX_M2_AY_CARAMBA },
|
||||
{ QUIP_INJURED1, SFX_M2_GEEZ_THAT_HURT, SFX_M2_WHY_YOU, SFX_M2_WHY_YOU },
|
||||
{ QUIP_INJURED2, SFX_M2_IM_INJURED, SFX_M2_IM_HIT_IM_HIT, SFX_M2_DAMN_IT_IM_TAKING_FIRE },
|
||||
{ QUIP_KILLEDPLAYER1, SFX_0037, SFX_0037, SFX_0037 },
|
||||
{ QUIP_WARNFRIENDS, SFX_M2_WATCH_OUT, SFX_M2_HELP_ME_OUT, SFX_M2_WEVE_GOT_AN_INTRUDER },
|
||||
{ QUIP_GOFORALARM, SFX_0037, SFX_0037, SFX_0037 },
|
||||
{ QUIP_SURPRISED, SFX_M2_HOW_THE, SFX_M2_HEY, SFX_M2_STOP },
|
||||
{ QUIP_INSPECTBODY, SFX_M2_BODY_COUNTS_TOO_HIGH, SFX_M2_I_NEVER_LIKED_HIM_ANYWAY, SFX_M2_THAT_WAS_MY_BEST_FRIEND },
|
||||
{ QUIP_20, SFX_M1_M2_LOOK_OUT_SHES_COMING, SFX_M1_M2_TAKE_COVER, SFX_M1_M2_LOOK_OUT_LOOK_OUT },
|
||||
{ QUIP_HITPLAYER, SFX_M2_SURRENDER_OR_DIE, SFX_M2_I_HAVE_YOU_NOW, SFX_M2_YOU_WANT_BEAT_ME },
|
||||
{ QUIP_MISSEDPLAYER1, SFX_M2_DAMN_MISSED_AGAIN, SFX_M2_I_DONT_BELIEVE_IT, SFX_M2_DAMN_YOU },
|
||||
{ QUIP_MISSEDPLAYER2, SFX_M2_HELL_SHES_GOOD, SFX_M2_STOP_MOVING, SFX_M2_NO_ESCAPE_FOR_YOU },
|
||||
{ QUIP_GOTOCOVER2, SFX_M2_MOVE_IT_MOVE_IT, SFX_M2_GET_TO_COVER_NOW, SFX_M2_RUN_FOR_IT },
|
||||
{ QUIP_DIE, SFX_M2_NOOO, SFX_M2_OH_GOD_IM_DYING, SFX_M2_I_DONT_WANT_TO_DIE },
|
||||
{ QUIP_26, SFX_M2_IM_THE_MAN, SFX_M2_BOY_THAT_WAS_CLOSE, SFX_M2_DID_YOU_SEE_THAT },
|
||||
{ QUIP_SEARCHSUCCESS, SFX_M2_GET_HER, SFX_M2_THERE_ATTACK, SFX_M2_HEY_YOU_STOP },
|
||||
{ QUIP_SEEEYESPY, SFX_M2_IS_IT_DANGEROUS, SFX_M2_DONT_MOVE, SFX_M2_STAY_BACK },
|
||||
{ QUIP_GREETING, SFX_M2_HELLO, SFX_M2_HELLO, SFX_M2_HEY_WHATS_UP },
|
||||
{ QUIP_ASKWEAPON1, SFX_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT, SFX_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT, SFX_M2_WHAT_ARE_YOU_DOING },
|
||||
{ QUIP_ASKWEAPON2, SFX_M2_HEY_THATS_DANGEROUS, SFX_M2_HEY_THATS_DANGEROUS, SFX_M2_WATCH_IT_THAT_THING_COULD_GO_OFF },
|
||||
{ QUIP_UNCOVERDISGUISE1, SFX_M2_PUT_YOUR_HANDS_UP, SFX_M2_PUT_YOUR_HANDS_UP, SFX_M2_ITS_A_TERRORIST },
|
||||
{ QUIP_LOSTGUN, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ, SFX_M1_M2_GEEZ },
|
||||
{ QUIP_GOFORALARM, SFX_M2_ACTIVATE_THE_ALARM, SFX_M2_ACTIVATE_THE_ALARM, SFX_M2_ACTIVATE_THE_ALARM },
|
||||
{ QUIP_SEARCHFAIL, SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL, SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL, SFX_M2_ANOTHER_FALSE_ALARM },
|
||||
{ QUIP_ATTACK3, SFX_M2_COME_ON_MAN2, SFX_M2_DIE, SFX_M2_TAKE_THIS },
|
||||
{ QUIP_ATTACK4, SFX_M2_DIE, SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE, SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE },
|
||||
{ QUIP_KILLEDPLAYER2, SFX_M2_IM_THE_MAN, SFX_M2_ITS_ALL_OVER_FOR_THIS_ONE, SFX_M2_DID_YOU_SEE_THAT },
|
||||
{ QUIP_GUNJAMMED, SFX_M2_GOD_DAMN_IT, SFX_M2_I_DONT_BELIEVE_IT, SFX_M2_GOD_DAMN_IT },
|
||||
{ QUIP_UNCOVEREDDISGUISE2, SFX_M2_ITS_A_TERRORIST, SFX_M2_ITS_A_TERRORIST, SFX_M2_ITS_A_TERRORIST },
|
||||
// Voicebox 3 (female)
|
||||
{ QUIP_ATTACK1, 0x0396, 0x0396, 0x0396 }, // "Come on"
|
||||
{ QUIP_ATTACK2, 0x0037, 0x0398, 0x0399 }, // "Everyone, get her", "Attack!"
|
||||
{ QUIP_GOTOCOVER1, 0x03a4, 0x0037, 0x03a6 }, // "Cover me!", "Take cover!"
|
||||
{ QUIP_GRENADE1, 0x03c1, 0x03c2, 0x03c2 }, // "Look out, look out!"
|
||||
{ QUIP_RETREAT1, 0x03aa, 0x03ab, 0x03ac }, // "Get reinforcements!", "Evacuate the area", "Retreat!"
|
||||
{ QUIP_GRENADE2, 0x03ad, 0x03ae, 0x0037 }, // "Catch this", "Time to die"
|
||||
{ QUIP_RETREAT2, 0x03b0, 0x03b0, 0x03b1 }, // "Withdraw, withdraw!", "Fall back!"
|
||||
{ QUIP_FLANK, 0x0037, 0x03b3, 0x03b4 }, // "Spread out", "Split up"
|
||||
{ QUIP_SURRENDER, 0x03b5, 0x03b5, 0x03b6 }, // "Please dont", "Don't shoot"
|
||||
{ QUIP_HEARNOISE, 0x0037, 0x0389, 0x038a }, // ???, "Someone's shooting"
|
||||
{ QUIP_10, 0x0000, 0x0000, 0x0000 },
|
||||
{ QUIP_SEEPLAYER, 0x0381, 0x0382, 0x0037 }, // "Get her!", "Hey, you, come here!"
|
||||
{ QUIP_SHOTUNALERT, 0x0385, 0x0037, 0x0387 }, // "Under fire!", "We're under fire!"
|
||||
{ QUIP_INJURED1, 0x0037, 0x037e, 0x037f }, // "I'm wounded", "Help me out"
|
||||
{ QUIP_INJURED2, 0x037e, 0x037f, 0x0380 }, // "I'm wounded", "I'm in trouble!"
|
||||
{ QUIP_KILLEDPLAYER1, 0x0000, 0x0000, 0x0000 },
|
||||
{ QUIP_WARNFRIENDS, 0x0384, 0x0385, 0x0037 }, // "Target attacking", "Under fire!"
|
||||
{ QUIP_GOFORALARM, 0x03aa, 0x03ab, 0x03ac }, // "Get reinforcements", "Evacuate the area", "Retreat!"
|
||||
{ QUIP_SURPRISED, 0x0037, 0x037b, 0x037c }, // "Hey", "Huh?"
|
||||
{ QUIP_INSPECTBODY, 0x038d, 0x038d, 0x038d }, // "Unit down"
|
||||
{ QUIP_20, 0x0384, 0x0385, 0x0387 }, // "Target attacking", "Under fire!", "We're under fire!"
|
||||
{ QUIP_HITPLAYER, 0x039a, 0x039b, 0x0037 }, // "Did that hurt?", "You want some more?"
|
||||
{ QUIP_MISSEDPLAYER1, 0x039f, 0x0037, 0x03a1 }, // "This gun's useless", "Stand still"
|
||||
{ QUIP_MISSEDPLAYER2, 0x03a1, 0x03a2, 0x8130 }, // "Stand still", "Someone hit her", "Damn, she's good"
|
||||
{ QUIP_GOTOCOVER2, 0x03a7, 0x0037, 0x03a9 }, // "Go for it!", "Run!"
|
||||
{ QUIP_DIE, 0x03b7, 0x03b8, 0x8131 }, // "Why me?", "Nooo!", "My god"
|
||||
{ QUIP_26, 0x03be, 0x0037, 0x03c0 }, // "I'm just too good", "Such a waste"
|
||||
{ QUIP_SEARCHSUCCESS, 0x0381, 0x0382, 0x0037 }, // "Get her!", "Hey, you, come here"
|
||||
{ QUIP_SEEEYESPY, 0x0000, 0x0000, 0x0000 },
|
||||
{ QUIP_GREETING, 0x0037, 0x0396, 0x0037 }, // "Come on"
|
||||
{ QUIP_ASKWEAPON1, 0x0037, 0x0396, 0x0037 }, // "Come on"
|
||||
{ QUIP_ASKWEAPON2, 0x0037, 0x0396, 0x0037 }, // "Come on"
|
||||
{ QUIP_UNCOVERDISGUISE1, 0x0037, 0x0396, 0x0037 }, // "Come on"
|
||||
{ QUIP_LOSTGUN, 0x037b, 0x037c, 0x037b }, // "Hey", "Huh?"
|
||||
{ QUIP_GOFORALARM, 0x03aa, 0x03b1, 0x03ab }, // "Get reinforcements!", "Fall back!", "Evacuate the area"
|
||||
{ QUIP_SEARCHFAIL, 0x0000, 0x0000, 0x0000 },
|
||||
{ QUIP_ATTACK3, 0x0396, 0x0396, 0x0399 }, // "Come on", "Attack!"
|
||||
{ QUIP_ATTACK4, 0x0399, 0x0399, 0x0396 }, // "Attack!", "Come on"
|
||||
{ QUIP_KILLEDPLAYER2, 0x03bc, 0x03be, 0x03c0 }, // "Get a cleaner", "I'm just too good", "Such a waste"
|
||||
{ QUIP_GUNJAMMED, 0x039f, 0x039f, 0x039f }, // "This gun's useless"
|
||||
{ QUIP_UNCOVEREDDISGUISE2, 0x0000, 0x0000, 0x0000 },
|
||||
{ QUIP_ATTACK1, SFX_F_COME_ON, SFX_F_COME_ON, SFX_F_COME_ON },
|
||||
{ QUIP_ATTACK2, SFX_0037, SFX_F_EVERYONE_GET_HER, SFX_F_ATTACK },
|
||||
{ QUIP_GOTOCOVER1, SFX_F_COVER_ME, SFX_0037, SFX_F_TAKE_COVER },
|
||||
{ QUIP_GRENADE1, SFX_F_LOOK_OUT, SFX_F_ITS_A_GRENADE, SFX_F_ITS_A_GRENADE },
|
||||
{ QUIP_RETREAT1, SFX_F_GET_REINFORCEMENTS, SFX_F_EVACUATE_THE_AREA, SFX_F_RETREAT },
|
||||
{ QUIP_GRENADE2, SFX_F_CATCH_THIS, SFX_F_TIME_TO_DIE, SFX_0037 },
|
||||
{ QUIP_RETREAT2, SFX_F_WITHDRAW, SFX_F_WITHDRAW, SFX_F_FALL_BACK },
|
||||
{ QUIP_FLANK, SFX_0037, SFX_F_SPREAD_OUT, SFX_F_SPLIT_UP },
|
||||
{ QUIP_SURRENDER, SFX_F_PLEASE_DONT, SFX_F_PLEASE_DONT, SFX_F_DONT_SHOOT },
|
||||
{ QUIP_HEARNOISE, SFX_0037, SFX_F_0389, SFX_F_SOMEONES_SHOOTING },
|
||||
{ QUIP_10, 0, 0, 0 },
|
||||
{ QUIP_SEEPLAYER, SFX_F_GET_HER, SFX_F_HEY_YOU_COME_HERE, SFX_0037 },
|
||||
{ QUIP_SHOTUNALERT, SFX_F_UNDER_FIRE, SFX_0037, SFX_F_WERE_UNDER_FIRE },
|
||||
{ QUIP_INJURED1, SFX_0037, SFX_F_IM_WOUNDED, SFX_F_HELP_ME_OUT },
|
||||
{ QUIP_INJURED2, SFX_F_IM_WOUNDED, SFX_F_HELP_ME_OUT, SFX_F_IM_IN_TROUBLE },
|
||||
{ QUIP_KILLEDPLAYER1, 0, 0, 0 },
|
||||
{ QUIP_WARNFRIENDS, SFX_F_TARGET_ATTACKING, SFX_F_UNDER_FIRE, SFX_0037 },
|
||||
{ QUIP_GOFORALARM, SFX_F_GET_REINFORCEMENTS, SFX_F_EVACUATE_THE_AREA, SFX_F_RETREAT },
|
||||
{ QUIP_SURPRISED, SFX_0037, SFX_F_HEY, SFX_F_HUH },
|
||||
{ QUIP_INSPECTBODY, SFX_F_UNIT_DOWN, SFX_F_UNIT_DOWN, SFX_F_UNIT_DOWN },
|
||||
{ QUIP_20, SFX_F_TARGET_ATTACKING, SFX_F_UNDER_FIRE, SFX_F_WERE_UNDER_FIRE },
|
||||
{ QUIP_HITPLAYER, SFX_F_DID_THAT_HURT, SFX_F_YOU_WANT_SOME_MORE, SFX_0037 },
|
||||
{ QUIP_MISSEDPLAYER1, SFX_F_THIS_GUNS_USELESS, SFX_0037, SFX_F_STAND_STILL },
|
||||
{ QUIP_MISSEDPLAYER2, SFX_F_STAND_STILL, SFX_F_SOMEONE_HIT_HER, SFX_F_DAMN_SHES_GOOD },
|
||||
{ QUIP_GOTOCOVER2, SFX_F_GO_FOR_IT, SFX_0037, SFX_F_RUN },
|
||||
{ QUIP_DIE, SFX_F_WHY_ME, SFX_F_NOO, SFX_F_MY_GOD },
|
||||
{ QUIP_26, SFX_F_IM_JUST_TOO_GOOD, SFX_0037, SFX_F_SUCH_A_WASTE },
|
||||
{ QUIP_SEARCHSUCCESS, SFX_F_GET_HER, SFX_F_HEY_YOU_COME_HERE, SFX_0037 },
|
||||
{ QUIP_SEEEYESPY, 0, 0, 0 },
|
||||
{ QUIP_GREETING, SFX_0037, SFX_F_COME_ON, SFX_0037 },
|
||||
{ QUIP_ASKWEAPON1, SFX_0037, SFX_F_COME_ON, SFX_0037 },
|
||||
{ QUIP_ASKWEAPON2, SFX_0037, SFX_F_COME_ON, SFX_0037 },
|
||||
{ QUIP_UNCOVERDISGUISE1, SFX_0037, SFX_F_COME_ON, SFX_0037 },
|
||||
{ QUIP_LOSTGUN, SFX_F_HEY, SFX_F_HUH, SFX_F_HEY },
|
||||
{ QUIP_GOFORALARM, SFX_F_GET_REINFORCEMENTS, SFX_F_FALL_BACK, SFX_F_EVACUATE_THE_AREA },
|
||||
{ QUIP_SEARCHFAIL, 0, 0, 0 },
|
||||
{ QUIP_ATTACK3, SFX_F_COME_ON, SFX_F_COME_ON, SFX_F_ATTACK },
|
||||
{ QUIP_ATTACK4, SFX_F_ATTACK, SFX_F_ATTACK, SFX_F_COME_ON },
|
||||
{ QUIP_KILLEDPLAYER2, SFX_F_GET_A_CLEANER, SFX_F_IM_JUST_TOO_GOOD, SFX_F_SUCH_A_WASTE },
|
||||
{ QUIP_GUNJAMMED, SFX_F_THIS_GUNS_USELESS, SFX_F_THIS_GUNS_USELESS, SFX_F_THIS_GUNS_USELESS },
|
||||
{ QUIP_UNCOVEREDDISGUISE2, 0, 0, 0 },
|
||||
};
|
||||
|
||||
s16 g_SpecialQuipBank[][4] = {
|
||||
{ 0, 0x0af2, 0x0af3, 0x0af8 },
|
||||
{ 1, 0x1aee, 0x1aef, 0x1aee }, // Secretary: "Please don't kill me", "Don't shoot"
|
||||
{ 2, 0x023d, 0x023e, 0x0247 }, // Dr Caroll: "Come on, come on", "My dear you're taking your time", "Come on my dear, we're going to get out of here now"
|
||||
{ 3, 0x0248, 0x0249, 0x024b }, // Dr Caroll: "Do you actually know what you're doing", "Ooh, ...?", "We're going to the helipad I presume"
|
||||
{ 4, 0x0246, 0x023f, 0x0240 }, // Dr Caroll: "I say over there, stop that", "What", "Ooh"
|
||||
{ 5, 0x024c, 0x0252, 0x0251 }, // Dr Caroll: "Ooh-uh", "That's quite enough of that", "Wow"
|
||||
{ 6, 0x024f, 0x0258, 0x024d }, // Dr Caroll: "I can't make it", "You were supposed to protect me", "Systems failure"
|
||||
{ 7, 0x0243, 0x0244, 0x0245 }, // Dr Caroll: "Oh crikey", "Goodness gracious me", "Don't they know who I am"
|
||||
{ 8, 0x1294, 0x1295, 0x1296 }, // Invest shock: "I'm not sure", "One more time", "I dunno"
|
||||
{ 9, 0x1297, 0x1298, 0x1297 }, // Scientist: "And again", "Try it now"
|
||||
{ 10, 0x1290, 0x127e, 0x8103 }, // Scientist: "What are you doing in my lab?", "I haven't seen you before", "Who the hell are you?"
|
||||
{ 11, 0x7324, 0x7325, 0x7326 }, // Jo: "Shut down the experiments", "Pull the plug on that, now!", "Switch this thing off"
|
||||
{ 12, 0x128e, 0x1280, 0x1287 }, // Scientist: "I'll shut it down", "Please, don't hurt me", "Allow me to assist you"
|
||||
{ 13, 0x128d, 0x1283, 0x1286 }, // Scientist: "My experiments!", "There, the experiment is down", "Leave this area now!"
|
||||
{ 14, 0x1291, 0x1284, 0x128a }, // Scientist: "Security!", "I'm calling security", "Accidents will happen"
|
||||
{ 15, 0x1292, 0x1281, 0x1288 }, // Scientist: "How did that happen", "It looks like it's off already", "Have you been tampering with this?"
|
||||
{ 16, 0x128b, 0x1282, 0x1289 }, // Scientist: "Someone's broken my equipment", "What's happened to the terminal?", "You vandal, you've broken it"
|
||||
{ 17, 0x000d, 0x000d, 0x000d },
|
||||
{ 18, 0x815d, 0x815e, 0x815f }, // "How's things?", "Hey there", "Hi, how are you?"
|
||||
{ 19, 0x1aa0, 0x1aa1, 0x1aa2 }, // "Where did you get that?", "Should you have that?", "What are you doing with that weapon?"
|
||||
{ 20, 0x0037, 0x1aa3, 0x1aa4 }, // "Don't point that at me", "Watch where you're pointing that"
|
||||
{ 21, 0x1aa5, 0x1aa5, 0x1aa6 }, // "Imposter!", "It's a spy!"
|
||||
{ 22, 0x0446, 0x0461, 0x0465 }, // "Greetings, citizen", "Hey sugar, wanna party?", "Hey baby"
|
||||
{ 23, 0x0447, 0x045d, 0x0466 }, // "How's it going?", "Whoa, take it easy there lady", wolf whistle
|
||||
{ 24, 0x814a, 0x045e, 0x0463 }, // "Oh my god", "I don't want any trouble", "Here, take the wallet"
|
||||
{ 25, 0x0444, 0x045f, 0x0468 }, // "There's a maniac on the loose", "Quick, down there, she's got a gun", "Help, get me out of here!"
|
||||
{ 26, 0x0448, 0x0449, 0x0449 }, // "Guns don't scare me", "Keep away from this car"
|
||||
{ 27, 0x044b, 0x0459, 0x045a }, // "Base, we have an intruder", "We have a code 2 situation", "Request backup immediately"
|
||||
{ 28, 0x05be, 0x0515, 0x05bf }, // "You shouldn't have come here, girl", "Secure the perimeter", "We're taking over!"
|
||||
{ 29, 0x044b, 0x0459, 0x045a }, // "Base, we have an intruder", "We have a code 2 situation", "Request backup immediately"
|
||||
{ 30, 0x044b, 0x0459, 0x045a }, // "Base, we have an intruder", "We have a code 2 situation", "Request backup immediately"
|
||||
{ 31, 0x1aeb, 0x1aeb, 0x1aeb }, // Robot: "Stop where you are"
|
||||
{ 32, 0x1b35, 0x1b36, 0x1b37 }, // "Come back later, I'm busy", "Go away", "Look, I can't help you"
|
||||
{ 33, 0x1ac0, 0x1ac1, 0x1ac3 }, // President: "Stop shooting!", "You sure this is the way to the escape pod?", "Why are they shooting at me?"
|
||||
{ 34, 0x0446, 0x0461, 0x0000 }, // "Greetings, citizen", "Hey sugar, wanna party?"
|
||||
{ 35, 0x0447, 0x045d, 0x0000 }, // "How's it going?", "Whoa, take it easy there lady"
|
||||
{ 36, 0x814a, 0x045e, 0x1aee }, // "Oh my god", "I don't want any trouble", "Please don't kill me"
|
||||
{ 37, 0x0444, 0x045f, 0x0000 }, // "There's a maniac on the loose", "Quick, down there, she's got a gun"
|
||||
{ 38, 0x051b, 0x051c, 0x051d }, // Elvis: "In the name of intergalactic peace", "Eat hot lead, weirdos", "Kiss my alien butt"
|
||||
{ 39, 0x051e, 0x051f, 0x0520 }, // Elvis: "I'll kick your ass", "I'm doing this for your own good", "You dare shoot at me?"
|
||||
{ 40, 0x0521, 0x0522, 0x0525 }, // Elvis: "Don't mess with the Maian", "I'm bad", "He he"
|
||||
{ 41, 0x0523, 0x0523, 0x0524 }, // Elvis: "Oh It's all going wrong", "Hey, watch the suit"
|
||||
{ 42, 0x1adb, 0x1aa6, 0x1ad2 }, // "It's a terrorist!", "It's a spy!", "Stop right there!"
|
||||
{ 43, 0x0af2, 0x0af8, 0x0af8 },
|
||||
{ 44, 0x0525, 0x0525, 0x0525 }, // Elvis: "He he"
|
||||
{ 45, 0x1aec, 0x1aec, 0x1aec }, // Robot: "Alert! Under attack"
|
||||
{ 0, SFX_CASS_HOW_DARE_YOU_DISTURB_ME, SFX_CASS_YOU_WILL_REGRET, SFX_CASS_LEAVE_NOW },
|
||||
{ 1, SFX_SEC_PLEASE_DONT_KILL_ME, SFX_SEC_DONT_SHOOT, SFX_SEC_PLEASE_DONT_KILL_ME },
|
||||
{ 2, SFX_DRCAROLL_COME_ON, SFX_DRCAROLL_TAKING_YOUR_TIME, SFX_DRCAROLL_GET_OUT_OF_HERE },
|
||||
{ 3, SFX_DRCAROLL_KNOW_WHAT_YOURE_DOING, SFX_DRCAROLL_0249, SFX_DRCAROLL_GOING_TO_THE_HELIPAD },
|
||||
{ 4, SFX_DRCAROLL_STOP_THAT, SFX_DRCAROLL_WHAT, SFX_DRCAROLL_OOH },
|
||||
{ 5, SFX_DRCAROLL_OOH_UH, SFX_DRCAROLL_QUITE_ENOUGH, SFX_DRCAROLL_WHOA },
|
||||
{ 6, SFX_DRCAROLL_I_CANT_MAKE_IT, SFX_DRCAROLL_YOU_WERE_SUPPOSED, SFX_DRCAROLL_SYSTEMS_FAILURE },
|
||||
{ 7, SFX_DRCAROLL_OH_CRIKEY, SFX_DRCAROLL_GOODNESS_GRACIOUS, SFX_DRCAROLL_DONT_THEY_KNOW },
|
||||
{ 8, SFX_K7_IM_NOT_SURE, SFX_K7_ONE_MORE_TIME, SFX_K7_I_DUNNO },
|
||||
{ 9, SFX_SCI_AND_AGAIN, SFX_SCI_TRY_IT_NOW, SFX_SCI_AND_AGAIN },
|
||||
{ 10, SFX_SCI_WHAT_ARE_YOU_DOING, SFX_SCI_HAVENT_SEEN_YOU, SFX_SCI_WHO_THE_HELL_ARE_YOU },
|
||||
{ 11, SFX_JO_SHUT_DOWN_EXPERIMENTS, SFX_JO_PULL_THE_PLUG, SFX_JO_SWITCH_THIS_THING_OFF },
|
||||
{ 12, SFX_SCI_ILL_SHUT_IT_DOWN, SFX_SCI_PLEASE_DONT_HURT_ME, SFX_SCI_ALLOW_ME_TO_ASSIST_YOU },
|
||||
{ 13, SFX_SCI_MY_EXPERIMENTS, SFX_SCI_EXPERIMENT_IS_DOWN, SFX_SCI_LEAVE_THIS_AREA },
|
||||
{ 14, SFX_SCI_SECURITY, SFX_SCI_IM_CALLING_SECURITY, SFX_SCI_ACCIDENTS_WILL_HAPPEN },
|
||||
{ 15, SFX_SCI_HOW_DID_THAT_HAPPEN, SFX_SCI_OFF_ALREADY, SFX_SCI_HAVE_YOU_BEEN_TAMPERING },
|
||||
{ 16, SFX_SCI_SOMEONES_BROKEN_MY_EQUIPMENT, SFX_SCI_WHATS_HAPPENED_TO_THE_TERMINAL, SFX_SCI_YOU_VANDAL },
|
||||
{ 17, SFX_F_GASP_000D, SFX_F_GASP_000D, SFX_F_GASP_000D },
|
||||
{ 18, SFX_M0_HOWS_THINGS, SFX_M0_HEY_THERE, SFX_M0_HI_HOW_ARE_YOU },
|
||||
{ 19, SFX_M0_WHERE_DID_YOU_GET_THAT, SFX_M0_SHOULD_YOU_HAVE_THAT, SFX_M0_WHAT_ARE_YOU_DOING },
|
||||
{ 20, SFX_0037, SFX_M0_DONT_POINT_THAT_AT_ME, SFX_M0_WATCH_WHERE_YOURE_POINTING },
|
||||
{ 21, SFX_M0_IMPOSTER, SFX_M0_IMPOSTER, SFX_M0_ITS_A_SPY },
|
||||
{ 22, SFX_CIV_GREETINGS_CITIZEN, SFX_CIV_HEY_SUGAR_WANNA_PARTY, SFX_CIV_HEY_BABY },
|
||||
{ 23, SFX_CIV_HOWS_IT_GOING, SFX_CIV_TAKE_IT_EASY, SFX_CIV_WHISTLE },
|
||||
{ 24, SFX_CIV_OH_MY_GOD, SFX_CIV_I_DONT_WANT_ANY_TROUBLE, SFX_CIV_TAKE_THE_WALLET },
|
||||
{ 25, SFX_CIV_THERES_A_MANIAC, SFX_CIV_QUICK_DOWN_THERE, SFX_CIV_GET_ME_OUT_OF_HERE },
|
||||
{ 26, SFX_CIV_GUNS_DONT_SCARE_ME, SFX_CIV_KEEP_AWAY_FROM_THIS_CAR, SFX_CIV_KEEP_AWAY_FROM_THIS_CAR },
|
||||
{ 27, SFX_FBI_WE_HAVE_AN_INTRUDER, SFX_FBI_CODE_2_SITUATION, SFX_FBI_REQUEST_BACKUP_IMMEDIATELY },
|
||||
{ 28, SFX_SHOULD_HAVE_COME_HERE_GIRL, SFX_SECURE_THE_PERIMETER, SFX_WERE_TAKING_OVER },
|
||||
{ 29, SFX_FBI_WE_HAVE_AN_INTRUDER, SFX_FBI_CODE_2_SITUATION, SFX_FBI_REQUEST_BACKUP_IMMEDIATELY },
|
||||
{ 30, SFX_FBI_WE_HAVE_AN_INTRUDER, SFX_FBI_CODE_2_SITUATION, SFX_FBI_REQUEST_BACKUP_IMMEDIATELY },
|
||||
{ 31, SFX_ROBOT_STOP_WHERE_YOU_ARE, SFX_ROBOT_STOP_WHERE_YOU_ARE, SFX_ROBOT_STOP_WHERE_YOU_ARE },
|
||||
{ 32, SFX_COME_BACK_LATER_IM_BUSY, SFX_GO_AWAY, SFX_LOOK_I_CANT_HELP_YOU },
|
||||
{ 33, SFX_PRES_STOP_SHOOTING, SFX_PRES_YOU_SURE_THIS_IS_THE_WAY, SFX_PRES_WHY_ARE_THEY_SHOOTING },
|
||||
{ 34, SFX_CIV_GREETINGS_CITIZEN, SFX_CIV_HEY_SUGAR_WANNA_PARTY, 0 },
|
||||
{ 35, SFX_CIV_HOWS_IT_GOING, SFX_CIV_TAKE_IT_EASY, 0 },
|
||||
{ 36, SFX_CIV_OH_MY_GOD, SFX_CIV_I_DONT_WANT_ANY_TROUBLE, SFX_SEC_PLEASE_DONT_KILL_ME },
|
||||
{ 37, SFX_CIV_THERES_A_MANIAC, SFX_CIV_QUICK_DOWN_THERE, 0 },
|
||||
{ 38, SFX_ELVIS_INTERGALACTIC_PEACE, SFX_ELVIS_EAT_HOT_LEAD_WEIRDOS, SFX_ELVIS_KISS_MY_ALIEN_BUTT },
|
||||
{ 39, SFX_ELVIS_ILL_KICK_YOUR_ASS, SFX_ELVIS_FOR_YOUR_OWN_GOOD, SFX_ELVIS_YOU_DARE_SHOOT_AT_ME },
|
||||
{ 40, SFX_ELVIS_DONT_MESS_WITH_THE_MAIAN, SFX_ELVIS_IM_BAD, SFX_ELVIS_HEHE },
|
||||
{ 41, SFX_ELVIS_ALL_GOING_WRONG, SFX_ELVIS_ALL_GOING_WRONG, SFX_ELVIS_WATCH_THE_SUIT },
|
||||
{ 42, SFX_M2_ITS_A_TERRORIST, SFX_M0_ITS_A_SPY, SFX_M1_STOP_RIGHT_THERE },
|
||||
{ 43, SFX_CASS_HOW_DARE_YOU_DISTURB_ME, SFX_CASS_LEAVE_NOW, SFX_CASS_LEAVE_NOW },
|
||||
{ 44, SFX_ELVIS_HEHE, SFX_ELVIS_HEHE, SFX_ELVIS_HEHE },
|
||||
{ 45, SFX_ROBOT_ALERT_UNDER_ATTACK, SFX_ROBOT_ALERT_UNDER_ATTACK, SFX_ROBOT_ALERT_UNDER_ATTACK },
|
||||
};
|
||||
|
||||
s16 g_QuipTexts[][4] = {
|
||||
|
|
@ -7173,20 +7173,20 @@ s16 g_QuipTexts[][4] = {
|
|||
};
|
||||
|
||||
s16 g_SkedarQuipBank[][4] = {
|
||||
{ 1, 0x0529, 0x052a, 0x052b },
|
||||
{ 2, 0x052d, 0x052e, 0x052f },
|
||||
{ 3, 0x0530, 0x0530, 0x0531 },
|
||||
{ 1, 0x0532, 0x0533, 0x0534 },
|
||||
{ 2, 0x0536, 0x0537, 0x0538 },
|
||||
{ 3, 0x0539, 0x0539, 0x053a },
|
||||
{ 0, 0x0000, 0x0000, 0x0000 },
|
||||
{ 1, SFX_SKEDAR_ROAR_0529, SFX_SKEDAR_ROAR_052A, SFX_SKEDAR_ROAR_052B },
|
||||
{ 2, SFX_SKEDAR_ROAR_052D, SFX_SKEDAR_ROAR_052E, SFX_SKEDAR_ROAR_052F },
|
||||
{ 3, SFX_SKEDAR_ROAR_0530, SFX_SKEDAR_ROAR_0530, SFX_SKEDAR_ROAR_0531 },
|
||||
{ 1, SFX_SKEDAR_ROAR_0532, SFX_SKEDAR_ROAR_0533, SFX_SKEDAR_ROAR_0534 },
|
||||
{ 2, SFX_SKEDAR_ROAR_0536, SFX_SKEDAR_ROAR_0537, SFX_SKEDAR_ROAR_0538 },
|
||||
{ 3, SFX_SKEDAR_ROAR_0539, SFX_SKEDAR_ROAR_0539, SFX_SKEDAR_ROAR_053A },
|
||||
{ 0 },
|
||||
};
|
||||
|
||||
s16 g_MaianQuipBank[][4] = {
|
||||
{ 1, 0x05e2, 0x05e3, 0x05e4 }, // laughter, mumble, mumble
|
||||
{ 2, 0x05e5, 0x05e6, 0x05e7 }, // mumble, mumble, laughter
|
||||
{ 3, 0x05df, 0x05e0, 0x05e1 }, // injuries
|
||||
{ 0, 0x0000, 0x0000, 0x0000 },
|
||||
{ 1, SFX_MAIAN_05E2, SFX_MAIAN_05E3, SFX_MAIAN_05E4 },
|
||||
{ 2, SFX_MAIAN_05E5, SFX_MAIAN_05E6, SFX_MAIAN_05E7 },
|
||||
{ 3, SFX_MAIAN_YELP_05DF, SFX_MAIAN_YELP_05E0, SFX_MAIAN_YELP_05E1 },
|
||||
{ 0 },
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
@ -9734,51 +9734,51 @@ bool aiSetRoomToSearch(void)
|
|||
}
|
||||
|
||||
s16 g_CiMainQuips[][3] = {
|
||||
{ 0x17a1, 0x17a2, 0x17a3 }, // Carrington
|
||||
{ 0x17a4, 0x17a5, 0x17a6 }, // Device training girl
|
||||
{ 0x17a7, 0x17a8, 0x17a9 }, // Grimshaw
|
||||
{ 0x17aa, 0x17ab, 0x17ac }, // Holo training girl
|
||||
{ 0x17ad, 0x17ae, 0x17af }, // Hangar guy
|
||||
{ 0x179e, 0x179f, 0x17a0 }, // Foster
|
||||
{ SFX_CARR_WHAT_IS_IT, SFX_CARR_A_LITTLE_BUSY, SFX_CARR_PROUD_OF_YOU },
|
||||
{ SFX_CIFEM_FOSTER, SFX_CIFEM_COME_TO_SEE_ME, SFX_CIFEM_PRACTICE_MAKES_PERFECT },
|
||||
{ SFX_GRIMSHAW_KNOW_YOUR_ENEMY, SFX_GRIMSHAW_ALL_EARS, SFX_GRIMSHAW_GAP_IN_RECORDS },
|
||||
{ SFX_HOLO_LAST_MINUTE_TRAINING, SFX_HOLO_PRACTICE_MAKES_PERFECT, SFX_HOLO_HAVE_A_LIFE },
|
||||
{ SFX_HANGERGUY_DONT_SCREW_UP, SFX_HANGERGUY_DONT_MAKE_A_MESS, SFX_HANGERGUY_HALF_HOUR_AGO },
|
||||
{ SFX_FOSTER_WHAT_TO_SHOOT_AT, SFX_FOSTER_ZEROED_THE_SIGHTS, SFX_FOSTER_GOOD_SHOW },
|
||||
};
|
||||
|
||||
s16 g_CiGreetingQuips[][3] = {
|
||||
{ 0x8028, 0x8028, 0x8028 },
|
||||
{ 0x802b, 0x802b, 0x802b },
|
||||
{ 0x802c, 0x802d, 0x802e },
|
||||
{ 0x802f, 0x802f, 0x802f },
|
||||
{ 0x8030, 0x8030, 0x8030 },
|
||||
{ 0x8031, 0x8031, 0x8031 },
|
||||
{ 0x8032, 0x8032, 0x8033 },
|
||||
{ 0x8033, 0x8034, 0x8034 },
|
||||
{ 0x8035, 0x8035, 0x8036 },
|
||||
{ 0x8036, 0x8037, 0x8037 },
|
||||
{ SFX_CARR_HELLO_JOANNA, SFX_CARR_HELLO_JOANNA, SFX_CARR_HELLO_JOANNA },
|
||||
{ SFX_CIFEM_HI_THERE, SFX_CIFEM_HI_THERE, SFX_CIFEM_HI_THERE },
|
||||
{ SFX_GRIMSHAW_WELCOME, SFX_GRIMSHAW_HI_THERE, SFX_GRIMSHAW_UMM_ERR_HI },
|
||||
{ SFX_HOLO_HI, SFX_HOLO_HI, SFX_HOLO_HI },
|
||||
{ SFX_HANGAR_WHAT_DO_YOU_WANT, SFX_HANGAR_WHAT_DO_YOU_WANT, SFX_HANGAR_WHAT_DO_YOU_WANT },
|
||||
{ SFX_FOSTER_STAR_AGENT, SFX_FOSTER_STAR_AGENT, SFX_FOSTER_STAR_AGENT },
|
||||
{ SFX_CIM_HEY_THERE, SFX_CIM_HEY_THERE, SFX_CIM_HI },
|
||||
{ SFX_CIM_HI, SFX_CIM_HOWS_IT_GOING, SFX_CIM_HOWS_IT_GOING },
|
||||
{ SFX_CIFEM_HELLO, SFX_CIFEM_HELLO, SFX_CIFEM_HI_JO },
|
||||
{ SFX_CIFEM_HI_JO, SFX_CIFEM_HOWS_IT_GOING, SFX_CIFEM_HOWS_IT_GOING },
|
||||
};
|
||||
|
||||
s16 g_CiAnnoyedQuips[][3] = {
|
||||
{ 0x177b, 0x177b, 0x177b }, // Carrington
|
||||
{ 0x177d, 0x177d, 0x177d }, // Device training girl
|
||||
{ 0x1789, 0x178a, 0x178b }, // Grimshaw
|
||||
{ 0x178d, 0x178d, 0x178d }, // Holo training girl
|
||||
{ 0x1795, 0x1795, 0x1795 }, // Hangar guy
|
||||
{ 0x1785, 0x1785, 0x1785 }, // Foster
|
||||
{ 0x1791, 0x1791, 0x1791 }, // Male "Don't you have to be somewhere?"
|
||||
{ 0x1791, 0x1791, 0x1791 },
|
||||
{ 0x1782, 0x1782, 0x1782 }, // Female "Don't you have to be somewhere?"
|
||||
{ 0x1783, 0x1783, 0x1783 }, // "Bother someone else, would you?"
|
||||
{ SFX_CARR_WORRIES_ME, SFX_CARR_WORRIES_ME, SFX_CARR_WORRIES_ME },
|
||||
{ SFX_CIFEM_PATIENCE, SFX_CIFEM_PATIENCE, SFX_CIFEM_PATIENCE },
|
||||
{ SFX_GRIMSHAW_BUG_OFF, SFX_GRIMSHAW_CRIMINAL_RECORD, SFX_GRIMSHAW_LOSER },
|
||||
{ SFX_HOLO_IRRITATING, SFX_HOLO_IRRITATING, SFX_HOLO_IRRITATING },
|
||||
{ SFX_HANGAR_LIVED_THIS_LONG, SFX_HANGAR_LIVED_THIS_LONG, SFX_HANGAR_LIVED_THIS_LONG },
|
||||
{ SFX_FOSTER_LEAVE_ME_ALONE, SFX_FOSTER_LEAVE_ME_ALONE, SFX_FOSTER_LEAVE_ME_ALONE },
|
||||
{ SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE },
|
||||
{ SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE, SFX_CIM_BE_SOMEWHERE },
|
||||
{ SFX_CIFEM_BE_SOMEWHERE, SFX_CIFEM_BE_SOMEWHERE, SFX_CIFEM_BE_SOMEWHERE },
|
||||
{ SFX_CIFEM_BOTHER_SOMEONE_ELSE, SFX_CIFEM_BOTHER_SOMEONE_ELSE, SFX_CIFEM_BOTHER_SOMEONE_ELSE },
|
||||
};
|
||||
|
||||
s16 g_CiThanksQuips[] = {
|
||||
0x0000,
|
||||
0x1b1c, // Device training girl "Thanks for coming back for me, Joanna"
|
||||
0x1b1f, // Grimshaw "That was too close"
|
||||
0x1b20, // Holo training girl "Quick, let's get to the hangar"
|
||||
0x0000,
|
||||
0x1b1e, // Foster "I knew I could rely on you, Joanna"
|
||||
0x1b21, // Device training guy "Thanks, Jo"
|
||||
0x1b21,
|
||||
0x1b1d, // Female "Thanks"
|
||||
0x1b1d,
|
||||
0,
|
||||
SFX_CIFEM_THANKS1,
|
||||
SFX_GRIMSHAW_TOO_CLOSE,
|
||||
SFX_CIFEM_THANKS2,
|
||||
0,
|
||||
SFX_FOSTER_RELY_ON_YOU,
|
||||
SFX_CIM_THANKS_JO,
|
||||
SFX_CIM_THANKS_JO,
|
||||
SFX_CIFEM_THANKS3,
|
||||
SFX_CIFEM_THANKS3,
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
@ -10312,7 +10312,7 @@ bool aiChrBeginOrEndTeleport(void)
|
|||
mainpri = osGetThreadPri(0);
|
||||
audiopri = osGetThreadPri(&g_AudioManager.thread);
|
||||
osSetThreadPri(0, audiopri + 1);
|
||||
handle = audioStart(var80095200, 0x0433, NULL, -1, -1, -1, -1, -1);
|
||||
handle = audioStart(var80095200, SFX_RELOAD_FARSIGHT, NULL, -1, -1, -1, -1, -1);
|
||||
|
||||
if (handle) {
|
||||
func00033e50(handle, 16, *(u32 *)&fvalue);
|
||||
|
|
@ -10353,7 +10353,7 @@ bool aiIfChrTeleportFullWhite(void)
|
|||
mainpri = osGetThreadPri(0);
|
||||
audiopri = osGetThreadPri(&g_AudioManager.thread);
|
||||
osSetThreadPri(0, audiopri + 1);
|
||||
handle = audioStart(var80095200, 0x8055, NULL, -1, -1, -1, -1, -1);
|
||||
handle = audioStart(var80095200, SFX_FIRE_SHOTGUN, NULL, -1, -1, -1, -1, -1);
|
||||
|
||||
if (handle) {
|
||||
func00033e50(handle, 16, *(u32 *)&fvalue);
|
||||
|
|
|
|||
|
|
@ -135,7 +135,13 @@ struct audiohandle *g_MiscAudioHandle = NULL;
|
|||
s32 g_NumReasonsToEndMpMatch = 0;
|
||||
f32 g_StageTimeElapsed1f = 0;
|
||||
bool var80084040 = true;
|
||||
u32 g_MiscSfxSounds[] = {0x05c8, 0x8068, 0x01c8};
|
||||
|
||||
u32 g_MiscSfxSounds[] = {
|
||||
SFX_HEARTBEAT,
|
||||
SFX_SLAYER_WHIR,
|
||||
SFX_SLAYER_BEEP,
|
||||
};
|
||||
|
||||
s32 var80084050 = 0;
|
||||
|
||||
s16 g_FadeNumFrames = 0;
|
||||
|
|
@ -1163,12 +1169,12 @@ Gfx *coreRender(Gfx *gdl)
|
|||
&& g_Vars.currentplayer->eyespy->camerabuttonheld) {
|
||||
if (g_Vars.currentplayer->eyespy->mode == EYESPYMODE_CAMSPY) {
|
||||
objectiveCheckHolograph(400);
|
||||
audioStart(var80095200, 0x4ff, 0, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_CAMSPY_SHUTTER, 0, -1, -1, -1, -1, -1);
|
||||
} else if (g_Vars.currentplayer->eyespy->mode == EYESPYMODE_DRUGSPY) {
|
||||
if (g_Vars.currentplayer->eyespydarts) {
|
||||
// Fire dart
|
||||
struct coord direction;
|
||||
audioStart(var80095200, 0x8057, 0, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_DRUGSPY_FIREDART, 0, -1, -1, -1, -1, -1);
|
||||
g_Vars.currentplayer->eyespydarts--;
|
||||
|
||||
direction.x = g_Vars.currentplayer->eyespy->look.x;
|
||||
|
|
@ -1179,7 +1185,7 @@ Gfx *coreRender(Gfx *gdl)
|
|||
&g_Vars.currentplayer->eyespy->prop->pos, &direction, WEAPON_TRANQUILIZER, NULL);
|
||||
} else {
|
||||
// No dart ammo
|
||||
audioStart(var80095200, 0x8052, 0, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_DRUGSPY_FIREEMPTY, 0, -1, -1, -1, -1, -1);
|
||||
}
|
||||
} else { // EYESPYMODE_BOMBSPY
|
||||
struct coord spd4 = {0, 0, 0};
|
||||
|
|
@ -1293,7 +1299,7 @@ Gfx *coreRender(Gfx *gdl)
|
|||
cutscenehasstatic = true;
|
||||
|
||||
if (g_CutsceneStaticAudioHandle == NULL) {
|
||||
audioStart(var80095200, 0x59f, &g_CutsceneStaticAudioHandle, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_INFIL_STATIC_LONG, &g_CutsceneStaticAudioHandle, -1, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
g_CutsceneStaticTimer -= g_Vars.diffframe60;
|
||||
|
|
@ -1308,7 +1314,7 @@ Gfx *coreRender(Gfx *gdl)
|
|||
if (g_CutsceneStaticTimer < 15) {
|
||||
if (g_CutsceneStaticActive == false) {
|
||||
g_CutsceneStaticActive = true;
|
||||
audioStart(var80095200, 0x59e, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_INFIL_STATIC_MEDIUM, NULL, -1, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
cutscenestatic = 225 - g_CutsceneStaticTimer * 10;
|
||||
|
|
@ -1318,7 +1324,7 @@ Gfx *coreRender(Gfx *gdl)
|
|||
// to the main static above
|
||||
if (random() % 60 == 1) {
|
||||
cutscenestatic = 255;
|
||||
audioStart(var80095200, 0x59d, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_INFIL_STATIC_SHORT, NULL, -1, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
if (cutscenestatic) {
|
||||
|
|
@ -1370,7 +1376,7 @@ Gfx *coreRender(Gfx *gdl)
|
|||
|| (g_Vars.speedpillwant && !g_Vars.speedpillon)
|
||||
|| (!g_Vars.speedpillwant && g_Vars.speedpillon)) {
|
||||
if (g_Vars.speedpillchange == 30 && !g_Vars.speedpillwant) {
|
||||
audioStart(var80095200, coreGetSlowMotionType() ? 0x5c9 : 0x2ad, 0, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, coreGetSlowMotionType() ? SFX_JO_BOOST_ACTIVATE : SFX_JO_BOOST_REVERT, 0, -1, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
if (g_Vars.speedpillchange < 15) {
|
||||
|
|
|
|||
|
|
@ -3046,15 +3046,15 @@ u32 var80061478 = 0x00000000;
|
|||
u32 var8006147c = 0x00000000;
|
||||
|
||||
s32 g_FootstepSounds[] = {
|
||||
/* none */ -1, -1, -1, -1, -1, -1, -1, -1,
|
||||
/* wood */ 0x80dc, 0x80dd, 0x80e0, 0x80e1, 0x80de, 0x80df, 0x80e2, 0x80e3,
|
||||
/* stone */ 0x80c4, 0x80c5, 0x80c8, 0x80c9, 0x80c6, 0x80c7, 0x80ca, 0x80cb,
|
||||
/* carpet */ 0x80e6, 0x80e7, 0x80ea, 0x80eb, 0x80e8, 0x80e9, 0x80ec, 0x80ed,
|
||||
/* metal */ 0x80d4, 0x80d5, 0x80d8, 0x80d9, 0x80d6, 0x80d7, 0x80da, 0x80db,
|
||||
/* mud */ 0x80ee, 0x80ef, 0x80f2, 0x80f3, 0x80f0, 0x80f1, 0x80f4, 0x80f5,
|
||||
/* water */ 0x80e4, 0x80e5, 0x80e4, 0x80e5, 0x80e4, 0x80e5, 0x80e4, 0x80e5,
|
||||
/* dirt */ 0x80cc, 0x80cd, 0x80d0, 0x80d1, 0x80ce, 0x80cf, 0x80d2, 0x80d3,
|
||||
/* snow */ 0x8187, 0x8188, 0x818b, 0x818c, 0x8189, 0x818a, 0x818d, 0x818e,
|
||||
/* none */ -1, -1, -1, -1, -1, -1, -1, -1,
|
||||
/* wood */ SFX_FOOTSTEP_80DC, SFX_FOOTSTEP_80DD, SFX_FOOTSTEP_80E0, SFX_FOOTSTEP_80E1, SFX_FOOTSTEP_80DE, SFX_FOOTSTEP_80DF, SFX_FOOTSTEP_80E2, SFX_FOOTSTEP_80E3,
|
||||
/* stone */ SFX_FOOTSTEP_80C4, SFX_FOOTSTEP_80C5, SFX_FOOTSTEP_80C8, SFX_FOOTSTEP_80C9, SFX_FOOTSTEP_80C6, SFX_FOOTSTEP_80C7, SFX_FOOTSTEP_80CA, SFX_FOOTSTEP_80CB,
|
||||
/* carpet */ SFX_FOOTSTEP_80E6, SFX_FOOTSTEP_80E7, SFX_FOOTSTEP_80EA, SFX_FOOTSTEP_80EB, SFX_FOOTSTEP_80E8, SFX_FOOTSTEP_80E9, SFX_FOOTSTEP_80EC, SFX_FOOTSTEP_80ED,
|
||||
/* metal */ SFX_FOOTSTEP_80D4, SFX_FOOTSTEP_80D5, SFX_FOOTSTEP_80D8, SFX_FOOTSTEP_80D9, SFX_FOOTSTEP_80D6, SFX_FOOTSTEP_80D7, SFX_FOOTSTEP_80DA, SFX_FOOTSTEP_80DB,
|
||||
/* mud */ SFX_FOOTSTEP_80EE, SFX_FOOTSTEP_80EF, SFX_FOOTSTEP_80F2, SFX_FOOTSTEP_80F3, SFX_FOOTSTEP_80F0, SFX_FOOTSTEP_80F1, SFX_FOOTSTEP_80F4, SFX_FOOTSTEP_80F5,
|
||||
/* water */ SFX_FOOTSTEP_80E4, SFX_FOOTSTEP_80E5, SFX_FOOTSTEP_80E4, SFX_FOOTSTEP_80E5, SFX_FOOTSTEP_80E4, SFX_FOOTSTEP_80E5, SFX_FOOTSTEP_80E4, SFX_FOOTSTEP_80E5,
|
||||
/* dirt */ SFX_FOOTSTEP_80CC, SFX_FOOTSTEP_80CD, SFX_FOOTSTEP_80D0, SFX_FOOTSTEP_80D1, SFX_FOOTSTEP_80CE, SFX_FOOTSTEP_80CF, SFX_FOOTSTEP_80D2, SFX_FOOTSTEP_80D3,
|
||||
/* snow */ SFX_FOOTSTEP_8187, SFX_FOOTSTEP_8188, SFX_FOOTSTEP_818B, SFX_FOOTSTEP_818C, SFX_FOOTSTEP_8189, SFX_FOOTSTEP_818A, SFX_FOOTSTEP_818D, SFX_FOOTSTEP_818E,
|
||||
};
|
||||
|
||||
u16 var800615a0[][2] = {
|
||||
|
|
|
|||
|
|
@ -68,15 +68,15 @@ s32 chrChooseFootstepSound(struct chrdata *chr, u32 arg1)
|
|||
|
||||
if (floortype == FLOORTYPE_METAL) {
|
||||
if (chr->lastfootsample) {
|
||||
result = 0x8191;
|
||||
result = SFX_FOOTSTEP_8191;
|
||||
} else {
|
||||
result = 0x8192;
|
||||
result = SFX_FOOTSTEP_8192;
|
||||
}
|
||||
} else {
|
||||
if (chr->lastfootsample) {
|
||||
result = 0x818f;
|
||||
result = SFX_FOOTSTEP_818F;
|
||||
} else {
|
||||
result = 0x8190;
|
||||
result = SFX_FOOTSTEP_8190;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2058,7 +2058,7 @@ glabel var7f1a863c
|
|||
//
|
||||
// if (g_MpSetup.chrslots & 0xf) {
|
||||
// // Explosion sound
|
||||
// audioStart(var80095200, 0x8098, 0, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_EXPLOSION_8098, 0, -1, -1, -1, -1, -1);
|
||||
//
|
||||
// // c444
|
||||
// currentPlayerPause(IS4MB() ? MENUROOT_4MBMAINMENU : MENUROOT_MPSETUP);
|
||||
|
|
@ -2180,7 +2180,7 @@ glabel var7f1a863c
|
|||
// if (g_Vars.unk000490 == 2) {
|
||||
// if (g_Vars.unk000494[i] == 0) {
|
||||
// // Explosion sound
|
||||
// audioStart(var80095200, 0x809a, 0, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_EXPLOSION_809A, 0, -1, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
// g_Vars.unk000494[i] = 1;
|
||||
|
|
@ -2396,7 +2396,7 @@ glabel var7f1a863c
|
|||
// if (g_MenuData.root == MENUROOT_MPSETUP || g_MenuData.root == MENUROOT_4MBMAINMENU) {
|
||||
// pass = true;
|
||||
// // Explosion sound
|
||||
// audioStart(var80095200, 0x8098, 0, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_EXPLOSION_8098, 0, -1, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
// if (g_MenuData.root == MENUROOT_MAINMENU || g_MenuData.root == MENUROOT_TRAINING) {
|
||||
|
|
|
|||
|
|
@ -23277,7 +23277,7 @@ void cboostAdd(s32 amount)
|
|||
}
|
||||
|
||||
if (!g_Vars.speedpillwant) {
|
||||
u32 sound = coreGetSlowMotionType() ? 0x2ad : 0x5c9;
|
||||
u32 sound = coreGetSlowMotionType() ? SFX_JO_BOOST_REVERT : SFX_JO_BOOST_ACTIVATE;
|
||||
|
||||
audioStart(var80095200, sound, 0, -1, -1, -1, -1, -1);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7071,7 +7071,7 @@ glabel var7f1ad6ac
|
|||
// eyespy->camerashuttertime = 0;
|
||||
// eyespy->startuptimer60 = 0;
|
||||
// eyespy->prop->chr->soundtimer = 10;
|
||||
// audioStart(var80095200, 0x80ab, NULL, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_DETONATE, NULL, -1, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
// g_Vars.currentplayer->invdowntime = -40;
|
||||
|
|
|
|||
|
|
@ -89,42 +89,42 @@ void menuPlaySound(s32 menusound)
|
|||
|
||||
switch (menusound) {
|
||||
case MENUSOUND_SWIPE:
|
||||
sound = 0x5bb;
|
||||
sound = SFX_MENU_SWIPE;
|
||||
break;
|
||||
case MENUSOUND_OPENDIALOG:
|
||||
sound = 0x5bc;
|
||||
sound = SFX_MENU_OPENDIALOG;
|
||||
break;
|
||||
case MENUSOUND_FOCUS:
|
||||
sound = 0x441;
|
||||
sound = SFX_MENU_FOCUS;
|
||||
break;
|
||||
case MENUSOUND_SELECT:
|
||||
sound = 0x5dd;
|
||||
sound = SFX_MENU_SELECT;
|
||||
break;
|
||||
case MENUSOUND_ERROR:
|
||||
speed = 0.4f;
|
||||
sound = 0x8040;
|
||||
sound = SFX_MENU_ERROR;
|
||||
flag1 = true;
|
||||
break;
|
||||
case MENUSOUND_EXPLOSION:
|
||||
sound = 0x8098;
|
||||
sound = SFX_EXPLOSION_8098;
|
||||
break;
|
||||
case MENUSOUND_TOGGLEON:
|
||||
sound = 0x5dd;
|
||||
sound = SFX_MENU_SELECT;
|
||||
break;
|
||||
case MENUSOUND_TOGGLEOFF:
|
||||
sound = 0x43e;
|
||||
sound = SFX_MENU_SUBFOCUS;
|
||||
break;
|
||||
case MENUSOUND_SUBFOCUS:
|
||||
sound = 0x43e;
|
||||
sound = SFX_MENU_SUBFOCUS;
|
||||
break;
|
||||
case MENUSOUND_KEYBOARDFOCUS:
|
||||
sound = 0xea;
|
||||
sound = SFX_PICKUP_AMMO;
|
||||
flag1 = true;
|
||||
flag2 = true;
|
||||
speed = 3.5f;
|
||||
break;
|
||||
case MENUSOUND_KEYBOARDCANCEL:
|
||||
sound = 0x2b;
|
||||
sound = SFX_MENU_CANCEL;
|
||||
flag1 = true;
|
||||
speed = 0.41904801130295f;
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -492,7 +492,7 @@ u32 propobjHandlePickupByAibot(struct prop *prop, struct chrdata *chr)
|
|||
}
|
||||
|
||||
// Pickup sound
|
||||
func0f0939f8(NULL, prop, 0xea, -1,
|
||||
func0f0939f8(NULL, prop, SFX_PICKUP_AMMO, -1,
|
||||
-1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
|
||||
func0f06ad2c(obj, 0, obj->hidden2 & OBJH2FLAG_04);
|
||||
|
|
@ -543,7 +543,7 @@ u32 propobjHandlePickupByAibot(struct prop *prop, struct chrdata *chr)
|
|||
}
|
||||
|
||||
// Pickup sound
|
||||
func0f0939f8(NULL, prop, 0xea, -1,
|
||||
func0f0939f8(NULL, prop, SFX_PICKUP_AMMO, -1,
|
||||
-1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
|
||||
func0f06ad2c(obj, 0, obj->hidden2 & OBJH2FLAG_04);
|
||||
|
|
@ -596,8 +596,7 @@ u32 propobjHandlePickupByAibot(struct prop *prop, struct chrdata *chr)
|
|||
{
|
||||
struct shieldobj *shield = (struct shieldobj *)prop->obj;
|
||||
|
||||
// Shield pickup sound
|
||||
func0f0939f8(NULL, prop, 0x1cd, -1,
|
||||
func0f0939f8(NULL, prop, SFX_PICKUP_SHIELD, -1,
|
||||
-1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
|
||||
chrSetShield(chr, shield->amount * 8);
|
||||
|
|
|
|||
|
|
@ -71,11 +71,11 @@ void func0f199a40(struct chrdata *chr, u32 index, bool arg2)
|
|||
if (arg2) {
|
||||
if (aibot->weaponnum == WEAPON_FARSIGHTXR20) {
|
||||
// FarSight reload sound
|
||||
func0f0939f8(NULL, chr->prop, 0x433, -1,
|
||||
func0f0939f8(NULL, chr->prop, SFX_RELOAD_FARSIGHT, -1,
|
||||
-1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
} else {
|
||||
// Normal reload sound
|
||||
func0f0939f8(NULL, chr->prop, 0x804f, -1,
|
||||
func0f0939f8(NULL, chr->prop, SFX_RELOAD_DEFAULT, -1,
|
||||
-1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
}
|
||||
}
|
||||
|
|
@ -520,7 +520,7 @@ void aibotCreateSlayerRocket(struct chrdata *chr)
|
|||
rocket->base.projectile->unk0b4 = 0x20000000;
|
||||
|
||||
// Fire rocket sound
|
||||
func0f0939f8(NULL, rocket->base.prop, 0x8053, -1,
|
||||
func0f0939f8(NULL, rocket->base.prop, SFX_LAUNCH_ROCKET_8053, -1,
|
||||
-1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
|
||||
if (!func0f19a6d0(chr, &chr->prop->pos, &target->pos, chr->prop->rooms, target->rooms, rocket->base.projectile)) {
|
||||
|
|
|
|||
|
|
@ -90,7 +90,7 @@ void func0f17fcb0(s32 silent)
|
|||
|
||||
if (!silent) {
|
||||
// Explosion sound
|
||||
audioStart(var80095200, 0x809a, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_EXPLOSION_809A, NULL, -1, -1, -1, -1, -1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -564,8 +564,7 @@ void scenarioHtbCallback14(struct chrdata *chr)
|
|||
chr->aibot->unk0a0 += g_Vars.lvupdate240;
|
||||
|
||||
if (chr->aibot->unk0a0 >= SECSTOTIME240(30)) {
|
||||
// Point scored sound
|
||||
audioStart(var80095200, 0x5b8, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_MP_SCOREPOINT, NULL, -1, -1, -1, -1, -1);
|
||||
var800ac500[mpPlayerGetIndex(chr)]->unk3e++;
|
||||
chr->aibot->unk0a0 = 0;
|
||||
}
|
||||
|
|
@ -577,8 +576,7 @@ void scenarioHtbCallback14(struct chrdata *chr)
|
|||
g_Vars.currentplayerstats->tokenheldtime += g_Vars.lvupdate240;
|
||||
|
||||
if (g_Vars.currentplayerstats->tokenheldtime >= SECSTOTIME240(30)) {
|
||||
// Point scored sound
|
||||
audioStart(var80095200, 0x5b8, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_MP_SCOREPOINT, NULL, -1, -1, -1, -1, -1);
|
||||
var800ac500[g_Vars.currentplayernum]->unk3e++;
|
||||
func0f0ddfa4(langGet(L_MPWEAPONS(24)), 9, 1); // "1 Point!"
|
||||
g_Vars.currentplayerstats->tokenheldtime = 0;
|
||||
|
|
|
|||
|
|
@ -3287,7 +3287,7 @@ void nbombsTick(void)
|
|||
if (youngest240 < 350) {
|
||||
if (g_Vars.lvupdate240 != 0) {
|
||||
if (g_NbombAudioHandle == 0) {
|
||||
audioStart(var80095200, 0x810c, &g_NbombAudioHandle, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_SHIP_HUM, &g_NbombAudioHandle, -1, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
somevalue = 32767;
|
||||
|
|
@ -3382,7 +3382,7 @@ void nbombCreate(struct coord *pos, struct prop *prop)
|
|||
g_Nbombs[index].prop = prop;
|
||||
|
||||
if (g_Nbombs[index].audiohandle20 == NULL) {
|
||||
audioStart(var80095200, 1, &g_Nbombs[index].audiohandle20, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_LAUNCH_ROCKET, &g_Nbombs[index].audiohandle20, -1, -1, -1, -1, -1);
|
||||
|
||||
if (g_Nbombs[index].audiohandle20) {
|
||||
union audioparam param;
|
||||
|
|
@ -3392,7 +3392,7 @@ void nbombCreate(struct coord *pos, struct prop *prop)
|
|||
}
|
||||
|
||||
if (g_Nbombs[index].audiohandle24 == NULL) {
|
||||
audioStart(var80095200, 1, &g_Nbombs[index].audiohandle24, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_LAUNCH_ROCKET, &g_Nbombs[index].audiohandle24, -1, -1, -1, -1, -1);
|
||||
|
||||
if (g_Nbombs[index].audiohandle24) {
|
||||
union audioparam param;
|
||||
|
|
|
|||
|
|
@ -19479,15 +19479,13 @@ glabel var7f1aa43c
|
|||
// if (door->frac > soundpoint) {
|
||||
// if (prevfrac <= soundpoint) {
|
||||
// // frac increased past the soundpoint
|
||||
// // Sounds like a door closing?
|
||||
// func0f0939f8(NULL, doorprop, 0x8014, -1,
|
||||
// func0f0939f8(NULL, doorprop, SFX_DOOR_8014, -1,
|
||||
// -1, 0, 0, 12, 0, -1, 0, -1, -1, -1, -1);
|
||||
// }
|
||||
// } else {
|
||||
// if (prevfrac > soundpoint) {
|
||||
// // frac decreased past the soundpoint
|
||||
// // Also sounds like a door closing
|
||||
// func0f0939f8(NULL, doorprop, 0x8015, -1,
|
||||
// func0f0939f8(NULL, doorprop, SFX_DOOR_8015, -1,
|
||||
// -1, 0, 0, 12, 0, -1, 0, -1, -1, -1, -1);
|
||||
// }
|
||||
// }
|
||||
|
|
@ -26409,7 +26407,7 @@ glabel var7f1aa6e4
|
|||
// hovercar->sparkstimer60 = 50;
|
||||
//
|
||||
// // Play damage sound
|
||||
// func0f0939f8(NULL, prop, 0x64, -1,
|
||||
// func0f0939f8(NULL, prop, SFX_SHIELD_DAMAGE, -1,
|
||||
// -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
//
|
||||
// // Create sparks
|
||||
|
|
@ -27082,7 +27080,7 @@ u32 func0f07e474(struct prop *prop)
|
|||
|
||||
if (!silent) {
|
||||
// Play respawn sound
|
||||
func0f0939f8(NULL, prop, 0x52, -1,
|
||||
func0f0939f8(NULL, prop, SFX_REGEN, -1,
|
||||
-1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
}
|
||||
}
|
||||
|
|
@ -37273,13 +37271,13 @@ bool propobjInteract(struct prop *prop)
|
|||
|
||||
if (handled) {
|
||||
// Typing sound
|
||||
audioStart(var80095200, 0x8118, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_TYPING_8118, NULL, -1, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
func0f0fd494(&prop->pos);
|
||||
} else if (obj->type == OBJTYPE_ALARM) {
|
||||
// Button press sound
|
||||
audioStart(var80095200, 0xba, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_PRESS_SWITCH, NULL, -1, -1, -1, -1, -1);
|
||||
|
||||
if (alarmIsActive()) {
|
||||
alarmDeactivate();
|
||||
|
|
@ -37825,7 +37823,7 @@ void ammotypePlayPickupSound(u32 ammotype)
|
|||
case AMMOTYPE_CLOAK:
|
||||
case AMMOTYPE_BOOST:
|
||||
case AMMOTYPE_TOKEN:
|
||||
audioStart(var80095200, 0xea, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_PICKUP_AMMO, NULL, -1, -1, -1, -1, -1);
|
||||
break;
|
||||
case AMMOTYPE_REMOTE_MINE:
|
||||
case AMMOTYPE_PROXY_MINE:
|
||||
|
|
@ -37834,10 +37832,10 @@ void ammotypePlayPickupSound(u32 ammotype)
|
|||
case AMMOTYPE_MICROCAMERA:
|
||||
case AMMOTYPE_PLASTIQUE:
|
||||
case AMMOTYPE_ECM_MINE:
|
||||
audioStart(var80095200, 0xeb, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_PICKUP_MINE, NULL, -1, -1, -1, -1, -1);
|
||||
break;
|
||||
case AMMOTYPE_KNIFE:
|
||||
audioStart(var80095200, 0xe9, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_PICKUP_KNIFE, NULL, -1, -1, -1, -1, -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -37847,7 +37845,7 @@ s32 propPlayPickupSound(struct prop *prop, s32 weapon)
|
|||
s16 sound;
|
||||
|
||||
if (weapon == WEAPON_COMBATKNIFE || weapon == WEAPON_COMBATKNIFE) {
|
||||
sound = 0xe9;
|
||||
sound = SFX_PICKUP_KNIFE;
|
||||
} else if (weapon == WEAPON_REMOTEMINE
|
||||
|| weapon == WEAPON_PROXIMITYMINE
|
||||
|| weapon == WEAPON_TIMEDMINE
|
||||
|
|
@ -37855,16 +37853,16 @@ s32 propPlayPickupSound(struct prop *prop, s32 weapon)
|
|||
|| weapon == WEAPON_TRACERBUG
|
||||
|| weapon == WEAPON_TARGETAMPLIFIER
|
||||
|| weapon == WEAPON_ECMMINE) {
|
||||
sound = 0xeb;
|
||||
sound = SFX_PICKUP_MINE;
|
||||
} else if (weapon == WEAPON_GRENADE
|
||||
|| weapon == WEAPON_GRENADEROUND
|
||||
|| weapon == WEAPON_ROCKET
|
||||
|| weapon == WEAPON_HOMINGROCKET) {
|
||||
sound = 0xea;
|
||||
sound = SFX_PICKUP_AMMO;
|
||||
} else if (weapon == WEAPON_LASER) {
|
||||
sound = 0xf2;
|
||||
sound = SFX_PICKUP_LASER;
|
||||
} else {
|
||||
sound = 0xe8;
|
||||
sound = SFX_PICKUP_GUN;
|
||||
}
|
||||
|
||||
return func0f0939f8(NULL, prop, sound, -1,
|
||||
|
|
@ -37876,7 +37874,7 @@ void func0f087d10(s32 weaponnum)
|
|||
s32 sound;
|
||||
|
||||
if (weaponnum == WEAPON_COMBATKNIFE || weaponnum == WEAPON_COMBATKNIFE) {
|
||||
sound = 0xe9;
|
||||
sound = SFX_PICKUP_KNIFE;
|
||||
} else if (weaponnum == WEAPON_REMOTEMINE
|
||||
|| weaponnum == WEAPON_PROXIMITYMINE
|
||||
|| weaponnum == WEAPON_TIMEDMINE
|
||||
|
|
@ -37884,22 +37882,22 @@ void func0f087d10(s32 weaponnum)
|
|||
|| weaponnum == WEAPON_TARGETAMPLIFIER
|
||||
|| weaponnum == WEAPON_COMMSRIDER
|
||||
|| weaponnum == WEAPON_ECMMINE) {
|
||||
sound = 0xeb;
|
||||
sound = SFX_PICKUP_MINE;
|
||||
} else if (weaponnum == WEAPON_GRENADE
|
||||
|| weaponnum == WEAPON_GRENADEROUND
|
||||
|| weaponnum == WEAPON_ROCKET
|
||||
|| weaponnum == WEAPON_HOMINGROCKET) {
|
||||
sound = 0xea;
|
||||
sound = SFX_PICKUP_AMMO;
|
||||
} else if (weaponnum == WEAPON_LASER) {
|
||||
sound = 0xf2;
|
||||
sound = SFX_PICKUP_LASER;
|
||||
} else if (weaponnum == WEAPON_BOLT) {
|
||||
sound = 0xe8;
|
||||
sound = SFX_PICKUP_GUN;
|
||||
} else if (weaponnum == WEAPON_EYESPY) {
|
||||
sound = 0xe5;
|
||||
sound = SFX_PICKUP_KEYCARD;
|
||||
} else if (weaponnum > WEAPON_PSYCHOSISGUN) {
|
||||
sound = 0xe5;
|
||||
sound = SFX_PICKUP_KEYCARD;
|
||||
} else {
|
||||
sound = 0xe8;
|
||||
sound = SFX_PICKUP_GUN;
|
||||
}
|
||||
|
||||
audioStart(var80095200, sound, NULL, -1, -1, -1, -1, -1);
|
||||
|
|
@ -38899,7 +38897,7 @@ glabel var7f1aae70
|
|||
// switch (obj->type) {
|
||||
// case 0x04: // f0888b4 - key
|
||||
// if (g_Vars.in_cutscene == false) {
|
||||
// audioStart(var80095200, 0xe5, NULL, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_PICKUP_KEYCARD, NULL, -1, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
// if (showhudmsg) {
|
||||
|
|
@ -38938,7 +38936,7 @@ glabel var7f1aae70
|
|||
// }
|
||||
//
|
||||
// if (g_Vars.in_cutscene == false) {
|
||||
// audioStart(var80095200, 0xea, NULL, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_PICKUP_AMMO, NULL, -1, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
// sp148[1] = 1;
|
||||
|
|
@ -39089,7 +39087,7 @@ glabel var7f1aae70
|
|||
// currentPlayerSetShieldFrac(shield->amount);
|
||||
//
|
||||
// if (g_Vars.in_cutscene == false) {
|
||||
// audioStart(var80095200, 0x1cd, NULL, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_PICKUP_SHIELD, NULL, -1, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
// if (showhudmsg) {
|
||||
|
|
@ -39155,7 +39153,7 @@ glabel var7f1aae70
|
|||
// case 0x2f: // f088f20
|
||||
// default:
|
||||
// if (g_Vars.in_cutscene == false) {
|
||||
// audioStart(var80095200, 0xe5, NULL, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_PICKUP_KEYCARD, NULL, -1, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
// if (showhudmsg) {
|
||||
|
|
@ -41061,7 +41059,7 @@ void playerActivateRemoteMineDetonator(s32 playernum)
|
|||
{
|
||||
var80069910 |= 1 << playernum;
|
||||
|
||||
audioStart(var80095200, 0x80ab, 0, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_DETONATE, 0, -1, -1, -1, -1, -1);
|
||||
|
||||
playerDetonateRemoteMines(playernum);
|
||||
}
|
||||
|
|
@ -44381,42 +44379,42 @@ void func0f08d784(s32 soundtype, struct prop *prop)
|
|||
}
|
||||
|
||||
switch (soundtype) {
|
||||
case 28: sound1 = 0x8007; break;
|
||||
case 1: sound1 = 0x801a; sound2 = 0x801b; break;
|
||||
case 29: sound1 = 0x8015; sound2 = 0x801d; break;
|
||||
case 2: sound1 = 0x801a; sound2 = 0x801c; break;
|
||||
case 3: sound1 = 0x8014; sound2 = 0x8016; break;
|
||||
case 4: sound1 = 0x801e; sound2 = 0x8020; break;
|
||||
case 5: sound1 = 0x8001; break;
|
||||
case 6: sound1 = 0x8004; break;
|
||||
case 7: sound1 = 0x8005; break;
|
||||
case 8: sound1 = 0x800a; sound2 = 0x8008; break;
|
||||
case 9: sound1 = 0x8004; sound2 = 0x800b; break;
|
||||
case 10: sound1 = 0x800c; break;
|
||||
case 11: sound1 = 0x800e; break;
|
||||
case 12: sound1 = 0x8010; break;
|
||||
case 13: sound1 = 0x8012; break;
|
||||
case 30: sound1 = 0x816b; sound2 = 0x81aa; break;
|
||||
case 14: sound1 = 0x8017; sound2 = 0x8019; break;
|
||||
case 15: sound1 = 0x8022; break;
|
||||
case 25: sound1 = 0x81b8; break;
|
||||
case 16: sound1 = 0x8026; break;
|
||||
case 17: sound1 = 0x801e; break;
|
||||
case 28: sound1 = SFX_DOOR_8007; break;
|
||||
case 1: sound1 = SFX_DOOR_801A; sound2 = SFX_DOOR_801B; break;
|
||||
case 29: sound1 = SFX_DOOR_8015; sound2 = SFX_DOOR_801D; break;
|
||||
case 2: sound1 = SFX_DOOR_801A; sound2 = SFX_DOOR_801C; break;
|
||||
case 3: sound1 = SFX_DOOR_8014; sound2 = SFX_DOOR_8016; break;
|
||||
case 4: sound1 = SFX_DOOR_801E; sound2 = SFX_DOOR_8020; break;
|
||||
case 5: sound1 = SFX_DOOR_8001; break;
|
||||
case 6: sound1 = SFX_DOOR_8004; break;
|
||||
case 7: sound1 = SFX_DOOR_8005; break;
|
||||
case 8: sound1 = SFX_DOOR_800A; sound2 = SFX_DOOR_8008; break;
|
||||
case 9: sound1 = SFX_DOOR_8004; sound2 = SFX_DOOR_800B; break;
|
||||
case 10: sound1 = SFX_DOOR_800C; break;
|
||||
case 11: sound1 = SFX_DOOR_800E; break;
|
||||
case 12: sound1 = SFX_DOOR_8010; break;
|
||||
case 13: sound1 = SFX_DOOR_8012; break;
|
||||
case 30: sound1 = SFX_DOOR_816B; sound2 = SFX_DOOR_81AA; break;
|
||||
case 14: sound1 = SFX_DOOR_8017; sound2 = SFX_DOOR_8019; break;
|
||||
case 15: sound1 = SFX_DOOR_8022; break;
|
||||
case 25: sound1 = SFX_DOOR_81B8; break;
|
||||
case 16: sound1 = SFX_DOOR_8026; break;
|
||||
case 17: sound1 = SFX_DOOR_801E; break;
|
||||
case 18:
|
||||
sound1 = 0x81b0;
|
||||
sound2 = 0x8014;
|
||||
sound3 = 0x8016;
|
||||
sound1 = SFX_DOOR_81B0;
|
||||
sound2 = SFX_DOOR_8014;
|
||||
sound3 = SFX_DOOR_8016;
|
||||
break;
|
||||
case 19: sound1 = 0x81ae; sound2 = 0x81b3; break;
|
||||
case 26: sound1 = 0x042c; sound2 = 0x042b; break;
|
||||
case 20: sound1 = 0x81b1; sound2 = 0x81b6; break;
|
||||
case 21: sound1 = 0x81a8; sound2 = 0x81aa; break;
|
||||
case 32: sound1 = 0x81ab; sound2 = 0x81ad; break;
|
||||
case 31: sound1 = 0x81ab; sound2 = 0x81b4; break;
|
||||
case 22: sound1 = 0x81ae; sound2 = 0x81b5; break;
|
||||
case 23: sound1 = 0x80ac; sound2 = 0x80ae; break;
|
||||
case 24: sound1 = 0x816b; sound2 = 0x816c; break;
|
||||
case 27: sound1 = 0x8014; sound2 = 0x042b; break;
|
||||
case 19: sound1 = SFX_DOOR_81AE; sound2 = SFX_DOOR_81B3; break;
|
||||
case 26: sound1 = SFX_DOOR_042C; sound2 = SFX_DOOR_042B; break;
|
||||
case 20: sound1 = SFX_DOOR_81B1; sound2 = SFX_DOOR_81B6; break;
|
||||
case 21: sound1 = SFX_DOOR_81A8; sound2 = SFX_DOOR_81AA; break;
|
||||
case 32: sound1 = SFX_DOOR_81AB; sound2 = SFX_DOOR_81AD; break;
|
||||
case 31: sound1 = SFX_DOOR_81AB; sound2 = SFX_DOOR_81B4; break;
|
||||
case 22: sound1 = SFX_DOOR_81AE; sound2 = SFX_DOOR_81B5; break;
|
||||
case 23: sound1 = SFX_DOOR_80AC; sound2 = SFX_DOOR_80AE; break;
|
||||
case 24: sound1 = SFX_DOOR_816B; sound2 = SFX_DOOR_816C; break;
|
||||
case 27: sound1 = SFX_DOOR_8014; sound2 = SFX_DOOR_042B; break;
|
||||
}
|
||||
|
||||
if (sound1) {
|
||||
|
|
@ -44453,29 +44451,29 @@ void func0f08daa8(s32 soundtype, struct prop *prop)
|
|||
}
|
||||
|
||||
switch (soundtype) {
|
||||
case 28: sound1 = 0x8007; break;
|
||||
case 1: sound1 = 0x801a; sound2 = 0x801b; break;
|
||||
case 29: sound1 = 0x8015; sound2 = 0x801d; break;
|
||||
case 2: sound1 = 0x801a; sound2 = 0x801c; break;
|
||||
case 3: sound1 = 0x8014; sound2 = 0x8016; break;
|
||||
case 4: sound1 = 0x801e; sound2 = 0x8020; break;
|
||||
case 5: sound1 = 0x8001; break;
|
||||
case 8: sound1 = 0x800a; sound2 = 0x8008; break;
|
||||
case 9: sound1 = 0x8004; sound2 = 0x800b; break;
|
||||
case 10: sound1 = 0x800c; break;
|
||||
case 30: sound1 = 0x816b; sound2 = 0x81aa; break;
|
||||
case 14: sound1 = 0x8017; sound2 = 0x8019; break;
|
||||
case 15: sound1 = 0x8022; break;
|
||||
case 25: sound1 = 0x81b8; break;
|
||||
case 16: sound1 = 0x8026; break;
|
||||
case 17: sound1 = 0x801e; break;
|
||||
case 28: sound1 = SFX_DOOR_8007; break;
|
||||
case 1: sound1 = SFX_DOOR_801A; sound2 = SFX_DOOR_801B; break;
|
||||
case 29: sound1 = SFX_DOOR_8015; sound2 = SFX_DOOR_801D; break;
|
||||
case 2: sound1 = SFX_DOOR_801A; sound2 = SFX_DOOR_801C; break;
|
||||
case 3: sound1 = SFX_DOOR_8014; sound2 = SFX_DOOR_8016; break;
|
||||
case 4: sound1 = SFX_DOOR_801E; sound2 = SFX_DOOR_8020; break;
|
||||
case 5: sound1 = SFX_DOOR_8001; break;
|
||||
case 8: sound1 = SFX_DOOR_800A; sound2 = SFX_DOOR_8008; break;
|
||||
case 9: sound1 = SFX_DOOR_8004; sound2 = SFX_DOOR_800B; break;
|
||||
case 10: sound1 = SFX_DOOR_800C; break;
|
||||
case 30: sound1 = SFX_DOOR_816B; sound2 = SFX_DOOR_81AA; break;
|
||||
case 14: sound1 = SFX_DOOR_8017; sound2 = SFX_DOOR_8019; break;
|
||||
case 15: sound1 = SFX_DOOR_8022; break;
|
||||
case 25: sound1 = SFX_DOOR_81B8; break;
|
||||
case 16: sound1 = SFX_DOOR_8026; break;
|
||||
case 17: sound1 = SFX_DOOR_801E; break;
|
||||
case 18:
|
||||
sound1 = 0x81b0;
|
||||
sound2 = 0x8014;
|
||||
sound3 = 0x8016;
|
||||
sound1 = SFX_DOOR_81B0;
|
||||
sound2 = SFX_DOOR_8014;
|
||||
sound3 = SFX_DOOR_8016;
|
||||
break;
|
||||
case 23: sound1 = 0x80ac; sound2 = 0x80ae; break;
|
||||
case 24: sound1 = 0x816b; sound2 = 0x816c; break;
|
||||
case 23: sound1 = SFX_DOOR_80AC; sound2 = SFX_DOOR_80AE; break;
|
||||
case 24: sound1 = SFX_DOOR_816B; sound2 = SFX_DOOR_816C; break;
|
||||
}
|
||||
|
||||
if (sound1) {
|
||||
|
|
@ -44507,33 +44505,33 @@ void func0f08dd44(s32 soundtype, struct prop *prop)
|
|||
}
|
||||
|
||||
switch (soundtype) {
|
||||
case 28: sound = 0x801a; break;
|
||||
case 1: sound = 0x801a; break;
|
||||
case 29: sound = 0x8015; break;
|
||||
case 2: sound = 0x801a; break;
|
||||
case 3: sound = 0x8015; break;
|
||||
case 4: sound = 0x801f; break;
|
||||
case 5: sound = 0x8002; break;
|
||||
case 8: sound = 0x801a; break;
|
||||
case 9: sound = 0x8003; break;
|
||||
case 10: sound = 0x800d; break;
|
||||
case 30: sound = 0x816d; break;
|
||||
case 14: sound = 0x816d; break;
|
||||
case 15: sound = 0x8021; break;
|
||||
case 25: sound = 0x81b7; break;
|
||||
case 16: sound = 0x8027; break;
|
||||
case 17: sound = 0x801f; break;
|
||||
case 18: sound = 0x8015; break;
|
||||
case 26: sound = 0x042c; break;
|
||||
case 19: sound = 0x81af; break;
|
||||
case 20: sound = 0x81b2; break;
|
||||
case 21: sound = 0x81a8; break;
|
||||
case 32: sound = 0x81ab; break;
|
||||
case 31: sound = 0x81ab; break;
|
||||
case 22: sound = 0x81af; break;
|
||||
case 23: sound = 0x80ad; break;
|
||||
case 24: sound = 0x816d; break;
|
||||
case 27: sound = 0x8015; break;
|
||||
case 28: sound = SFX_DOOR_801A; break;
|
||||
case 1: sound = SFX_DOOR_801A; break;
|
||||
case 29: sound = SFX_DOOR_8015; break;
|
||||
case 2: sound = SFX_DOOR_801A; break;
|
||||
case 3: sound = SFX_DOOR_8015; break;
|
||||
case 4: sound = SFX_DOOR_801F; break;
|
||||
case 5: sound = SFX_DOOR_8002; break;
|
||||
case 8: sound = SFX_DOOR_801A; break;
|
||||
case 9: sound = SFX_DOOR_8003; break;
|
||||
case 10: sound = SFX_DOOR_800D; break;
|
||||
case 30: sound = SFX_DOOR_816D; break;
|
||||
case 14: sound = SFX_DOOR_816D; break;
|
||||
case 15: sound = SFX_DOOR_8021; break;
|
||||
case 25: sound = SFX_DOOR_81B7; break;
|
||||
case 16: sound = SFX_DOOR_8027; break;
|
||||
case 17: sound = SFX_DOOR_801F; break;
|
||||
case 18: sound = SFX_DOOR_8015; break;
|
||||
case 26: sound = SFX_DOOR_042C; break;
|
||||
case 19: sound = SFX_DOOR_81AF; break;
|
||||
case 20: sound = SFX_DOOR_81B2; break;
|
||||
case 21: sound = SFX_DOOR_81A8; break;
|
||||
case 32: sound = SFX_DOOR_81AB; break;
|
||||
case 31: sound = SFX_DOOR_81AB; break;
|
||||
case 22: sound = SFX_DOOR_81AF; break;
|
||||
case 23: sound = SFX_DOOR_80AD; break;
|
||||
case 24: sound = SFX_DOOR_816D; break;
|
||||
case 27: sound = SFX_DOOR_8015; break;
|
||||
}
|
||||
|
||||
if (sound) {
|
||||
|
|
@ -44555,30 +44553,30 @@ void func0f08df10(s32 soundtype, struct prop *prop)
|
|||
}
|
||||
|
||||
switch (soundtype) {
|
||||
case 28: sound = 0x801a; break;
|
||||
case 1: sound = 0x801a; break;
|
||||
case 29: sound = 0x8015; break;
|
||||
case 2: sound = 0x801a; break;
|
||||
case 3: sound = 0x8015; break;
|
||||
case 4: sound = 0x801f; break;
|
||||
case 5: sound = 0x8002; break;
|
||||
case 6: sound = 0x8003; break;
|
||||
case 7: sound = 0x8006; break;
|
||||
case 8: sound = 0x801a; break;
|
||||
case 9: sound = 0x8003; break;
|
||||
case 10: sound = 0x800d; break;
|
||||
case 11: sound = 0x800f; break;
|
||||
case 12: sound = 0x8011; break;
|
||||
case 13: sound = 0x8013; break;
|
||||
case 30: sound = 0x816d; break;
|
||||
case 14: sound = 0x8018; break;
|
||||
case 15: sound = 0x8021; break;
|
||||
case 25: sound = 0x81b7; break;
|
||||
case 16: sound = 0x8027; break;
|
||||
case 17: sound = 0x801f; break;
|
||||
case 18: sound = 0x8015; break;
|
||||
case 23: sound = 0x80ad; break;
|
||||
case 24: sound = 0x816d; break;
|
||||
case 28: sound = SFX_DOOR_801A; break;
|
||||
case 1: sound = SFX_DOOR_801A; break;
|
||||
case 29: sound = SFX_DOOR_8015; break;
|
||||
case 2: sound = SFX_DOOR_801A; break;
|
||||
case 3: sound = SFX_DOOR_8015; break;
|
||||
case 4: sound = SFX_DOOR_801F; break;
|
||||
case 5: sound = SFX_DOOR_8002; break;
|
||||
case 6: sound = SFX_DOOR_8003; break;
|
||||
case 7: sound = SFX_DOOR_8006; break;
|
||||
case 8: sound = SFX_DOOR_801A; break;
|
||||
case 9: sound = SFX_DOOR_8003; break;
|
||||
case 10: sound = SFX_DOOR_800D; break;
|
||||
case 11: sound = SFX_DOOR_800F; break;
|
||||
case 12: sound = SFX_DOOR_8011; break;
|
||||
case 13: sound = SFX_DOOR_8013; break;
|
||||
case 30: sound = SFX_DOOR_816D; break;
|
||||
case 14: sound = SFX_DOOR_8018; break;
|
||||
case 15: sound = SFX_DOOR_8021; break;
|
||||
case 25: sound = SFX_DOOR_81B7; break;
|
||||
case 16: sound = SFX_DOOR_8027; break;
|
||||
case 17: sound = SFX_DOOR_801F; break;
|
||||
case 18: sound = SFX_DOOR_8015; break;
|
||||
case 23: sound = SFX_DOOR_80AD; break;
|
||||
case 24: sound = SFX_DOOR_816D; break;
|
||||
}
|
||||
|
||||
if (sound) {
|
||||
|
|
@ -47400,13 +47398,13 @@ void alarmTick(void)
|
|||
// These sounds are alarm sounds.
|
||||
// They go for a fraction of a second and are repeated by this function.
|
||||
switch (g_Vars.stagenum) {
|
||||
case STAGE_CHICAGO: sound = 0x6455; break;
|
||||
case STAGE_G5BUILDING: sound = 0x00a2; break;
|
||||
case STAGE_AIRBASE: sound = 0x00a1; break;
|
||||
case STAGE_PELAGIC: sound = 0x00a2; break;
|
||||
case STAGE_ATTACKSHIP: sound = 0x05c2; break;
|
||||
case STAGE_INFILTRATION: sound = 0x04ac; break;
|
||||
default: sound = 0x00a3; break;
|
||||
case STAGE_CHICAGO: sound = SFX_ALARM_CHICAGO; break;
|
||||
case STAGE_G5BUILDING: sound = SFX_ALARM_2; break;
|
||||
case STAGE_AIRBASE: sound = SFX_ALARM_AIRBASE; break;
|
||||
case STAGE_PELAGIC: sound = SFX_ALARM_2; break;
|
||||
case STAGE_ATTACKSHIP: sound = SFX_ALARM_ATTACKSHIP; break;
|
||||
case STAGE_INFILTRATION: sound = SFX_ALARM_INFILTRATION; break;
|
||||
default: sound = SFX_ALARM_DEFAULT; break;
|
||||
}
|
||||
|
||||
if (!coreIsPaused()) {
|
||||
|
|
|
|||
|
|
@ -3471,7 +3471,7 @@ Gfx *titleRenderRarePresents(Gfx *gdl)
|
|||
|
||||
if (var80062868) {
|
||||
if (g_TitleAudioHandle == NULL) {
|
||||
audioStart(var80095200, 0x3e, &g_TitleAudioHandle, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_TITLE_RAREPRESENTS, &g_TitleAudioHandle, -1, -1, -1, -1, -1);
|
||||
}
|
||||
} else {
|
||||
if (g_TitleAudioHandle) {
|
||||
|
|
|
|||
|
|
@ -388,7 +388,7 @@ void frInitLighting(void)
|
|||
|
||||
g_FrData.donelighting = true;
|
||||
|
||||
audioStart(var80095200, 0x5d5, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_FR_LIGHTSON, NULL, -1, -1, -1, -1, -1);
|
||||
}
|
||||
|
||||
chrSetStageFlag(NULL, STAGEFLAG_CI_IN_TRAINING);
|
||||
|
|
@ -407,7 +407,7 @@ void frRestoreLighting(void)
|
|||
|
||||
g_FrData.donelighting = false;
|
||||
|
||||
audioStart(var80095200, 0x5d6, NULL, -1, -1, -1, -1, -1);
|
||||
audioStart(var80095200, SFX_FR_LIGHTSOFF, NULL, -1, -1, -1, -1, -1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1466,7 +1466,7 @@ glabel var7f1b941c
|
|||
// } else {
|
||||
// if (g_FrNumSounds < 3) {
|
||||
// g_FrNumSounds++;
|
||||
// func0f0939f8(NULL, g_FrData.targets[targetnum].prop, 0x5d9, -1,
|
||||
// func0f0939f8(NULL, g_FrData.targets[targetnum].prop, SFX_FR_CONVEYER, -1,
|
||||
// -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
|
|
@ -3451,11 +3451,11 @@ glabel var7f1b94e4
|
|||
// func0f0f85e0(&g_FrTrainingInfoPreGameMenuDialog, MENUROOT_TRAINING);
|
||||
// break;
|
||||
// case FRMENUTYPE_FAILED:
|
||||
// audioStart(var80095200, 0x5db, NULL, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_TRAINING_FAIL, NULL, -1, -1, -1, -1, -1);
|
||||
// func0f0f85e0(&g_FrFailedMenuDialog, MENUROOT_TRAINING);
|
||||
// break;
|
||||
// case FRMENUTYPE_COMPLETED:
|
||||
// audioStart(var80095200, 0x5dc, NULL, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_TRAINING_COMPLETE, NULL, -1, -1, -1, -1, -1);
|
||||
// func0f0f85e0(&g_FrCompletedMenuDialog, MENUROOT_TRAINING);
|
||||
// func0f1094e4(&g_FilemgrLoadedMainFile, 0, 0);
|
||||
// break;
|
||||
|
|
@ -3568,7 +3568,7 @@ glabel var7f1b94e4
|
|||
// if (g_FrData.numshots == 0) {
|
||||
// if (g_FrData.donealarm == false && g_FrData.timetaken > -180) {
|
||||
// g_FrData.donealarm = true;
|
||||
// audioStart(var80095200, 0x5d4, NULL, -1, -1, -1, -1, -1);
|
||||
// audioStart(var80095200, SFX_FR_ALARM, NULL, -1, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
// if (!g_FrData.donelighting && g_FrData.timetaken > -225) {
|
||||
|
|
@ -3612,7 +3612,7 @@ glabel var7f1b94e4
|
|||
// && g_FrData.targets[i].silent
|
||||
// && g_FrData.targets[i].travelspeed != -1) {
|
||||
// g_FrData.targets[i].silent = false;
|
||||
// func0f0939f8(NULL, g_FrData.targets[i].prop, 0x5d9, -1,
|
||||
// func0f0939f8(NULL, g_FrData.targets[i].prop, SFX_FR_CONVEYER, -1,
|
||||
// -1, 0, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
// }
|
||||
//
|
||||
|
|
@ -3791,7 +3791,7 @@ glabel var7f1b94e4
|
|||
//
|
||||
// // 5b8
|
||||
// func0f0926bc(prop, 1, 0xffff);
|
||||
// func0f0939f8(NULL, prop, 0x5da, -1,
|
||||
// func0f0939f8(NULL, prop, SFX_FR_CONVEYER_STOP, -1,
|
||||
// -1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1);
|
||||
//
|
||||
// if (g_FrNumSounds);
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
#include "files.h"
|
||||
#include "sfx.h"
|
||||
|
||||
#define FALSE 0
|
||||
#define TRUE 1
|
||||
|
|
|
|||
|
|
@ -0,0 +1,657 @@
|
|||
#define SFX_LAUNCH_ROCKET 0x0001
|
||||
#define SFX_F_GASP_000D 0x000d
|
||||
#define SFX_MENU_CANCEL 0x002b
|
||||
#define SFX_0037 0x0037
|
||||
#define SFX_TITLE_RAREPRESENTS 0x003e
|
||||
#define SFX_REGEN 0x0052
|
||||
#define SFX_CLOAK_ON 0x005b
|
||||
#define SFX_CLOAK_OFF 0x005c
|
||||
#define SFX_SHIELD_DAMAGE 0x0064
|
||||
#define SFX_ALARM_AIRBASE 0x00a1
|
||||
#define SFX_ALARM_2 0x00a2
|
||||
#define SFX_ALARM_DEFAULT 0x00a3
|
||||
#define SFX_PRESS_SWITCH 0x00ba
|
||||
#define SFX_PICKUP_KEYCARD 0x00e5
|
||||
#define SFX_PICKUP_GUN 0x00e8
|
||||
#define SFX_PICKUP_KNIFE 0x00e9
|
||||
#define SFX_PICKUP_AMMO 0x00ea
|
||||
#define SFX_PICKUP_MINE 0x00eb
|
||||
#define SFX_PICKUP_LASER 0x00f2
|
||||
#define SFX_BIKE_TAKEOFF 0x00f5
|
||||
#define SFX_BIKE_ENGINE 0x01b4
|
||||
#define SFX_EYESPY_RUNNING 0x01bd
|
||||
#define SFX_SLAYER_BEEP 0x01c8
|
||||
#define SFX_PICKUP_SHIELD 0x01cd
|
||||
#define SFX_DRCAROLL_COME_ON 0x023d
|
||||
#define SFX_DRCAROLL_TAKING_YOUR_TIME 0x023e
|
||||
#define SFX_DRCAROLL_WHAT 0x023f
|
||||
#define SFX_DRCAROLL_OOH 0x0240
|
||||
#define SFX_DRCAROLL_OH_CRIKEY 0x0243
|
||||
#define SFX_DRCAROLL_GOODNESS_GRACIOUS 0x0244
|
||||
#define SFX_DRCAROLL_DONT_THEY_KNOW 0x0245
|
||||
#define SFX_DRCAROLL_STOP_THAT 0x0246
|
||||
#define SFX_DRCAROLL_GET_OUT_OF_HERE 0x0247
|
||||
#define SFX_DRCAROLL_KNOW_WHAT_YOURE_DOING 0x0248
|
||||
#define SFX_DRCAROLL_0249 0x0249
|
||||
#define SFX_DRCAROLL_GOING_TO_THE_HELIPAD 0x024b
|
||||
#define SFX_DRCAROLL_OOH_UH 0x024c
|
||||
#define SFX_DRCAROLL_SYSTEMS_FAILURE 0x024d
|
||||
#define SFX_DRCAROLL_YOU_GO_ON 0x024e
|
||||
#define SFX_DRCAROLL_I_CANT_MAKE_IT 0x024f
|
||||
#define SFX_DRCAROLL_WHOA 0x0251
|
||||
#define SFX_DRCAROLL_QUITE_ENOUGH 0x0252
|
||||
#define SFX_DRCAROLL_IM_DYING 0x0256
|
||||
#define SFX_DRCAROLL_GOODBYE 0x0257
|
||||
#define SFX_DRCAROLL_YOU_WERE_SUPPOSED 0x0258
|
||||
#define SFX_M0_WHAT_THE 0x025b
|
||||
#define SFX_M0_WHO_THE 0x025c
|
||||
#define SFX_M0_MEDIC 0x025e
|
||||
#define SFX_M0_OW 0x025f
|
||||
#define SFX_M0_YOU_SHOT_ME 0x0260
|
||||
#define SFX_M0_IM_HIT 0x0261
|
||||
#define SFX_M0_IM_TAKING_FIRE 0x0262
|
||||
#define SFX_M0_TAKING_DAMAGE 0x0263
|
||||
#define SFX_M0_HEY_YOU 0x0264
|
||||
#define SFX_M0_INTRUDER_ALERT 0x0265
|
||||
#define SFX_M0_GOT_A_CONTACT 0x0266
|
||||
#define SFX_M0_HEAR_THAT 0x026b
|
||||
#define SFX_M0_WHATS_THAT_NOISE 0x026c
|
||||
#define SFX_M0_HEARD_A_NOISE 0x026d
|
||||
#define SFX_M0_ARE_YOU_OKAY 0x026e
|
||||
#define SFX_M0_GOT_A_MAN_DOWN 0x026f
|
||||
#define SFX_M0_HES_BOUGHT_IT 0x0270
|
||||
#define SFX_M0_INTRUDER_ALERT2 0x0272
|
||||
#define SFX_M0_WEVE_GOT_TROUBLE 0x0273
|
||||
#define SFX_M0_WEVE_GOT_PROBLEMS 0x0274
|
||||
#define SFX_M0_I_SEE_HER 0x0275
|
||||
#define SFX_M0_THERE_SHE_IS 0x0277
|
||||
#define SFX_M0_THERE_MOVEMENT 0x0278
|
||||
#define SFX_M0_CLEAR_SHOT 0x027b
|
||||
#define SFX_M0_SHES_MINE 0x027c
|
||||
#define SFX_M0_OPEN_FIRE 0x027d
|
||||
#define SFX_M0_WIPE_HER_OUT 0x027e
|
||||
#define SFX_M0_WASTE_HER 0x027f
|
||||
#define SFX_M0_GIVE_IT_UP 0x0280
|
||||
#define SFX_M0_SURRENDER_NOW 0x0281
|
||||
#define SFX_M0_TAKE_THAT 0x0282
|
||||
#define SFX_M0_HOW_DID_I_MISS 0x0287
|
||||
#define SFX_M0_SHES_A_TRICKY_ONE 0x0289
|
||||
#define SFX_M0_COVER_ME 0x028a
|
||||
#define SFX_M0_WATCH_MY_BACK 0x028b
|
||||
#define SFX_M0_TAKE_COVER 0x028c
|
||||
#define SFX_M0_TAKE_COVER_028D 0x028d
|
||||
#define SFX_M0_ILL_COVER_YOU 0x028e
|
||||
#define SFX_M0_GET_DOWN 0x028f
|
||||
#define SFX_M0_GO_TO_PLAN_B 0x0290
|
||||
#define SFX_M0_RETREAT 0x0292
|
||||
#define SFX_M0_CATCH 0x0293
|
||||
#define SFX_M0_EVERYBODY_DOWN 0x0294
|
||||
#define SFX_M0_FALL_BACK 0x0297
|
||||
#define SFX_M0_EVERYONE_BACK_OFF 0x0298
|
||||
#define SFX_M0_WITHDRAW 0x0299
|
||||
#define SFX_M0_FLANK_THE_TARGET 0x029a
|
||||
#define SFX_M0_LETS_SPLIT_UP 0x029b
|
||||
#define SFX_M0_SURROUND_HER 0x029c
|
||||
#define SFX_M0_GRENADE 0x029d
|
||||
#define SFX_M0_SHE_GOT_ME 0x02a2
|
||||
#define SFX_M0_GRAB_A_BODY_BAG 0x02a3
|
||||
#define SFX_M0_ONE_FOR_THE_MORGUE 0x02a4
|
||||
#define SFX_M0_REST_IN_PEACE 0x02a5
|
||||
#define SFX_M0_DONT_SHOOT_ME 0x02a7
|
||||
#define SFX_M0_I_GIVE_UP 0x02a8
|
||||
#define SFX_M0_YOU_WIN_I_SURRENDER 0x02a9
|
||||
#define SFX_JO_BOOST_REVERT 0x02ad
|
||||
#define SFX_M1_WHA 0x02ff
|
||||
#define SFX_M1_IM_HIT_IM_HIT 0x0301
|
||||
#define SFX_M1_IM_BLEEDING 0x0302
|
||||
#define SFX_M1_HELP_ME_OUT 0x0304
|
||||
#define SFX_M1_IM_IN_TROUBLE 0x0305
|
||||
#define SFX_M1_COME_HERE 0x0306
|
||||
#define SFX_M1_THERES_SOMEONE_HERE 0x0307
|
||||
#define SFX_M1_GET_HER 0x0308
|
||||
#define SFX_M1_WHOA 0x0309
|
||||
#define SFX_M1_IS_THAT_A_BULLET 0x030b
|
||||
#define SFX_M1_THAT_SOUNDED_LIKE 0x030e
|
||||
#define SFX_M1_GUNFIRE 0x030f
|
||||
#define SFX_M1_SOMEONES_SHOOTING 0x0310
|
||||
#define SFX_M1_HES_GONE 0x0316
|
||||
#define SFX_M1_M2_LOOK_OUT_SHES_COMING 0x031c
|
||||
#define SFX_M1_M2_TAKE_COVER 0x031d
|
||||
#define SFX_M1_M2_LOOK_OUT_LOOK_OUT 0x031e
|
||||
#define SFX_M1_OVER_THERE 0x031f
|
||||
#define SFX_M1_HALT 0x0320
|
||||
#define SFX_M1_FREEZE 0x0321
|
||||
#define SFX_M1_LAST_MISTAKE 0x0322
|
||||
#define SFX_M1_WHAT_ARE_YOU_WAITING_FOR 0x0323
|
||||
#define SFX_M1_BRING_IT_ON 0x0324
|
||||
#define SFX_M1_TAKE_HER_DOWN 0x0325
|
||||
#define SFX_M1_EVERYBODY_GET_HER 0x0326
|
||||
#define SFX_M1_ATTACK 0x0327
|
||||
#define SFX_M1_YEAH_BABY 0x0329
|
||||
#define SFX_M1_MY_GUN_ITS_USELESS 0x032f
|
||||
#define SFX_M1_STOP_DODGING 0x0331
|
||||
#define SFX_M1_SOMEONE_HIT_HER 0x0332
|
||||
#define SFX_M1_COVER_ME_NOW 0x0335
|
||||
#define SFX_M1_IM_GOING_FOR_COVER 0x0336
|
||||
#define SFX_M1_GO_FOR_IT 0x0337
|
||||
#define SFX_M1_GO_GO_GO 0x0338
|
||||
#define SFX_M1_RUN 0x0339
|
||||
#define SFX_M1_SHES_TOO_GOOD_RUN 0x033a
|
||||
#define SFX_M1_GET_SOME_BACKUP 0x033b
|
||||
#define SFX_M1_EVACUATE_THE_AREA 0x033c
|
||||
#define SFX_M1_CATCH_THIS 0x033d
|
||||
#define SFX_M1_HERE_KEEP_IT 0x033f
|
||||
#define SFX_M1_GRENADE 0x0342
|
||||
#define SFX_M1_WITHDRAW 0x0343
|
||||
#define SFX_M1_FALL_BACK 0x0344
|
||||
#define SFX_M1_EVERYONE_GET_BACK 0x0345
|
||||
#define SFX_M1_SURROUND_HER 0x0346
|
||||
#define SFX_M1_SPREAD_OUT 0x0347
|
||||
#define SFX_M1_SPLIT_UP 0x0348
|
||||
#define SFX_M1_PLEASE_DONT 0x0349
|
||||
#define SFX_M1_DONT_SHOOT 0x034a
|
||||
#define SFX_M1_IM_ONLY_DOING_MY_JOB 0x034b
|
||||
#define SFX_M1_WHY_ME 0x034d
|
||||
#define SFX_M1_CHOKING 0x034e
|
||||
#define SFX_M1_OUTSTANDING 0x0355
|
||||
#define SFX_M1_IM_JUST_TOO_GOOD 0x0356
|
||||
#define SFX_M1_YEEHAH_GOT_ONE 0x0357
|
||||
#define SFX_M1_ANOTHER_ONE_BITES_THE_DUST 0x035a
|
||||
#define SFX_M0_M1_LOOK_OUT_LOOK_OUT 0x035b
|
||||
#define SFX_M0_M1_ITS_A_GRENADE 0x035c
|
||||
#define SFX_M0_M1_CLEAR_THE_AREA 0x035d
|
||||
#define SFX_F_HEY 0x037b
|
||||
#define SFX_F_HUH 0x037c
|
||||
#define SFX_F_IM_WOUNDED 0x037e
|
||||
#define SFX_F_HELP_ME_OUT 0x037f
|
||||
#define SFX_F_IM_IN_TROUBLE 0x0380
|
||||
#define SFX_F_GET_HER 0x0381
|
||||
#define SFX_F_HEY_YOU_COME_HERE 0x0382
|
||||
#define SFX_F_TARGET_ATTACKING 0x0384
|
||||
#define SFX_F_UNDER_FIRE 0x0385
|
||||
#define SFX_F_WERE_UNDER_FIRE 0x0387
|
||||
#define SFX_F_0389 0x0389
|
||||
#define SFX_F_SOMEONES_SHOOTING 0x038a
|
||||
#define SFX_F_UNIT_DOWN 0x038d
|
||||
#define SFX_F_COME_ON 0x0396
|
||||
#define SFX_F_EVERYONE_GET_HER 0x0398
|
||||
#define SFX_F_ATTACK 0x0399
|
||||
#define SFX_F_DID_THAT_HURT 0x039a
|
||||
#define SFX_F_YOU_WANT_SOME_MORE 0x039b
|
||||
#define SFX_F_THIS_GUNS_USELESS 0x039f
|
||||
#define SFX_F_STAND_STILL 0x03a1
|
||||
#define SFX_F_SOMEONE_HIT_HER 0x03a2
|
||||
#define SFX_F_COVER_ME 0x03a4
|
||||
#define SFX_F_TAKE_COVER 0x03a6
|
||||
#define SFX_F_GO_FOR_IT 0x03a7
|
||||
#define SFX_F_RUN 0x03a9
|
||||
#define SFX_F_GET_REINFORCEMENTS 0x03aa
|
||||
#define SFX_F_EVACUATE_THE_AREA 0x03ab
|
||||
#define SFX_F_RETREAT 0x03ac
|
||||
#define SFX_F_CATCH_THIS 0x03ad
|
||||
#define SFX_F_TIME_TO_DIE 0x03ae
|
||||
#define SFX_F_WITHDRAW 0x03b0
|
||||
#define SFX_F_FALL_BACK 0x03b1
|
||||
#define SFX_F_SPREAD_OUT 0x03b3
|
||||
#define SFX_F_SPLIT_UP 0x03b4
|
||||
#define SFX_F_PLEASE_DONT 0x03b5
|
||||
#define SFX_F_DONT_SHOOT 0x03b6
|
||||
#define SFX_F_WHY_ME 0x03b7
|
||||
#define SFX_F_NOO 0x03b8
|
||||
#define SFX_F_GET_A_CLEANER 0x03bc
|
||||
#define SFX_F_IM_JUST_TOO_GOOD 0x03be
|
||||
#define SFX_F_SUCH_A_WASTE 0x03c0
|
||||
#define SFX_F_LOOK_OUT 0x03c1
|
||||
#define SFX_F_ITS_A_GRENADE 0x03c2
|
||||
#define SFX_M2_HOW_THE 0x03c4
|
||||
#define SFX_M2_HEY 0x03c5
|
||||
#define SFX_M2_STOP 0x03c6
|
||||
#define SFX_M2_WHY_YOU 0x03c8
|
||||
#define SFX_M2_IM_INJURED 0x03cd
|
||||
#define SFX_M2_IM_HIT_IM_HIT 0x03ce
|
||||
#define SFX_M2_TARGET_SIGHTED 0x03d0
|
||||
#define SFX_M2_COME_ON_MAN 0x03d1
|
||||
#define SFX_M2_THAT_WAS_CLOSE 0x03d3
|
||||
#define SFX_M2_AY_CARAMBA 0x03d5
|
||||
#define SFX_M2_LISTEN_GUNSHOTS 0x03d6
|
||||
#define SFX_M2_SOMEONES_NEARBY 0x03d7
|
||||
#define SFX_M2_BODY_COUNTS_TOO_HIGH 0x03d9
|
||||
#define SFX_M2_I_NEVER_LIKED_HIM_ANYWAY 0x03da
|
||||
#define SFX_M2_THAT_WAS_MY_BEST_FRIEND 0x03db
|
||||
#define SFX_M2_WATCH_OUT 0x03e1
|
||||
#define SFX_M2_HELP_ME_OUT 0x03e2
|
||||
#define SFX_M2_WEVE_GOT_AN_INTRUDER 0x03e3
|
||||
#define SFX_M2_GET_HER 0x03e4
|
||||
#define SFX_M2_THERE_ATTACK 0x03e5
|
||||
#define SFX_M2_HEY_YOU_STOP 0x03e6
|
||||
#define SFX_M2_COME_ON_MAN2 0x03e7
|
||||
#define SFX_M2_DIE 0x03e8
|
||||
#define SFX_M2_TAKE_THIS 0x03e9
|
||||
#define SFX_M2_MOVE_IN 0x03ea
|
||||
#define SFX_M2_YOURE_OUT_OF_YOUR_LEAGUE 0x03eb
|
||||
#define SFX_M2_LET_HER_HAVE_IT 0x03ec
|
||||
#define SFX_M2_SURRENDER_OR_DIE 0x03ed
|
||||
#define SFX_M2_I_HAVE_YOU_NOW 0x03ee
|
||||
#define SFX_M2_YOU_WANT_BEAT_ME 0x03ef
|
||||
#define SFX_M2_I_DONT_BELIEVE_IT 0x03f4
|
||||
#define SFX_M2_STOP_MOVING 0x03f7
|
||||
#define SFX_M2_NO_ESCAPE_FOR_YOU 0x03f8
|
||||
#define SFX_M2_HELP_ME_OUT_HERE 0x03f9
|
||||
#define SFX_M2_HEY_DISTRACT_HER 0x03fa
|
||||
#define SFX_M2_KEEP_HER_OCCUPIED 0x03fb
|
||||
#define SFX_M2_MOVE_IT_MOVE_IT 0x03fc
|
||||
#define SFX_M2_GET_TO_COVER_NOW 0x03fd
|
||||
#define SFX_M2_RUN_FOR_IT 0x03fe
|
||||
#define SFX_M2_RETREAT 0x03ff
|
||||
#define SFX_M2_GET_BACK_GET_BACK 0x0401
|
||||
#define SFX_M2_FIRE_IN_THE_HOLE 0x0403
|
||||
#define SFX_M2_HERES_A_LITTLE_PRESENT_FOR_YA 0x0405
|
||||
#define SFX_M2_TRY_THIS_FOR_SIZE 0x0407
|
||||
#define SFX_M2_GET_OUT_OF_THE_WAY 0x0408
|
||||
#define SFX_M2_FALL_BACK 0x0409
|
||||
#define SFX_M2_MOVE_OUT 0x040a
|
||||
#define SFX_M2_TEAM_UP_GUYS 0x040b
|
||||
#define SFX_M2_COME_ON_AROUND_THE_SIDE 0x040c
|
||||
#define SFX_M2_SCATTER 0x040d
|
||||
#define SFX_M2_I_DONT_LIKE_THIS_ANY_MORE 0x040e
|
||||
#define SFX_M2_DONT_HURT_ME 0x040f
|
||||
#define SFX_M2_YOU_WIN_I_GIVE_UP 0x0410
|
||||
#define SFX_M2_I_DONT_WANT_TO_DIE 0x0415
|
||||
#define SFX_M2_ITS_ALL_OVER_FOR_THIS_ONE 0x0417
|
||||
#define SFX_M2_IM_THE_MAN 0x041b
|
||||
#define SFX_M2_BOY_THAT_WAS_CLOSE 0x041c
|
||||
#define SFX_M2_DID_YOU_SEE_THAT 0x041d
|
||||
#define SFX_M2_GET_BACK_QUICK 0x0420
|
||||
#define SFX_M2_WERE_GONNA_DIE 0x0421
|
||||
#define SFX_DOOR_042B 0x042b
|
||||
#define SFX_DOOR_042C 0x042c
|
||||
#define SFX_RELOAD_FARSIGHT 0x0433
|
||||
#define SFX_MENU_SUBFOCUS 0x043e
|
||||
#define SFX_MENU_FOCUS 0x0441
|
||||
#define SFX_CIV_THERES_A_MANIAC 0x0444
|
||||
#define SFX_CIV_GREETINGS_CITIZEN 0x0446
|
||||
#define SFX_CIV_HOWS_IT_GOING 0x0447
|
||||
#define SFX_CIV_GUNS_DONT_SCARE_ME 0x0448
|
||||
#define SFX_CIV_KEEP_AWAY_FROM_THIS_CAR 0x0449
|
||||
#define SFX_FBI_WE_HAVE_AN_INTRUDER 0x044b
|
||||
#define SFX_FBI_CODE_2_SITUATION 0x0459
|
||||
#define SFX_FBI_REQUEST_BACKUP_IMMEDIATELY 0x045a
|
||||
#define SFX_CIV_TAKE_IT_EASY 0x045d
|
||||
#define SFX_CIV_I_DONT_WANT_ANY_TROUBLE 0x045e
|
||||
#define SFX_CIV_QUICK_DOWN_THERE 0x045f
|
||||
#define SFX_CIV_HEY_SUGAR_WANNA_PARTY 0x0461
|
||||
#define SFX_CIV_TAKE_THE_WALLET 0x0463
|
||||
#define SFX_CIV_HEY_BABY 0x0465
|
||||
#define SFX_CIV_WHISTLE 0x0466
|
||||
#define SFX_CIV_GET_ME_OUT_OF_HERE 0x0468
|
||||
#define SFX_JO_LANDING_046F 0x046f
|
||||
#define SFX_ALARM_INFILTRATION 0x04ac
|
||||
#define SFX_M0_MY_GUN 0x04c6
|
||||
#define SFX_M0_TRIGGER_THE_ALARM 0x04c7
|
||||
#define SFX_M0_HELLO_THERE 0x04c9
|
||||
#define SFX_M0_WHATS_THIS 0x04ca
|
||||
#define SFX_M0_IM_SURE_I_HEARD_A_NOISE 0x04cb
|
||||
#define SFX_M0_HEARING_THINGS 0x04cc
|
||||
#define SFX_M1_WARN_THE_OTHERS 0x04ce
|
||||
#define SFX_M1_WHAT_IS_IT 0x04cf
|
||||
#define SFX_M1_HOW_DID_THAT_GET_HERE 0x04d0
|
||||
#define SFX_M1_DONT_TOUCH_IT 0x04d1
|
||||
#define SFX_M1_I_CANT_SEE_ANYBODY 0x04d2
|
||||
#define SFX_M1_THERES_NO_ONE_HERE 0x04d3
|
||||
#define SFX_M2_ACTIVATE_THE_ALARM 0x04d4
|
||||
#define SFX_M2_IS_IT_DANGEROUS 0x04d5
|
||||
#define SFX_M2_DONT_MOVE 0x04d6
|
||||
#define SFX_M2_STAY_BACK 0x04d7
|
||||
#define SFX_M2_I_BET_THIS_IS_ANOTHER_DRILL 0x04d8
|
||||
#define SFX_M2_ANOTHER_FALSE_ALARM 0x04d9
|
||||
#define SFX_CAMSPY_SHUTTER 0x04ff
|
||||
#define SFX_SECURE_THE_PERIMETER 0x0515
|
||||
#define SFX_ELVIS_INTERGALACTIC_PEACE 0x051b
|
||||
#define SFX_ELVIS_EAT_HOT_LEAD_WEIRDOS 0x051c
|
||||
#define SFX_ELVIS_KISS_MY_ALIEN_BUTT 0x051d
|
||||
#define SFX_ELVIS_ILL_KICK_YOUR_ASS 0x051e
|
||||
#define SFX_ELVIS_FOR_YOUR_OWN_GOOD 0x051f
|
||||
#define SFX_ELVIS_YOU_DARE_SHOOT_AT_ME 0x0520
|
||||
#define SFX_ELVIS_DONT_MESS_WITH_THE_MAIAN 0x0521
|
||||
#define SFX_ELVIS_IM_BAD 0x0522
|
||||
#define SFX_ELVIS_ALL_GOING_WRONG 0x0523
|
||||
#define SFX_ELVIS_WATCH_THE_SUIT 0x0524
|
||||
#define SFX_ELVIS_HEHE 0x0525
|
||||
#define SFX_SKEDAR_ROAR_0529 0x0529
|
||||
#define SFX_SKEDAR_ROAR_052A 0x052a
|
||||
#define SFX_SKEDAR_ROAR_052B 0x052b
|
||||
#define SFX_SKEDAR_ROAR_052D 0x052d
|
||||
#define SFX_SKEDAR_ROAR_052E 0x052e
|
||||
#define SFX_SKEDAR_ROAR_052F 0x052f
|
||||
#define SFX_SKEDAR_ROAR_0530 0x0530
|
||||
#define SFX_SKEDAR_ROAR_0531 0x0531
|
||||
#define SFX_SKEDAR_ROAR_0532 0x0532
|
||||
#define SFX_SKEDAR_ROAR_0533 0x0533
|
||||
#define SFX_SKEDAR_ROAR_0534 0x0534
|
||||
#define SFX_SKEDAR_ROAR_0536 0x0536
|
||||
#define SFX_SKEDAR_ROAR_0537 0x0537
|
||||
#define SFX_SKEDAR_ROAR_0538 0x0538
|
||||
#define SFX_SKEDAR_ROAR_0539 0x0539
|
||||
#define SFX_SKEDAR_ROAR_053A 0x053a
|
||||
#define SFX_INFIL_STATIC_SHORT 0x059d
|
||||
#define SFX_INFIL_STATIC_MEDIUM 0x059e
|
||||
#define SFX_INFIL_STATIC_LONG 0x059f
|
||||
#define SFX_JO_LANDING_05B6 0x05b6
|
||||
#define SFX_JO_LANDING_05B7 0x05b7
|
||||
#define SFX_MP_SCOREPOINT 0x05b8
|
||||
#define SFX_MENU_SWIPE 0x05bb
|
||||
#define SFX_MENU_OPENDIALOG 0x05bc
|
||||
#define SFX_SHOULD_HAVE_COME_HERE_GIRL 0x05be
|
||||
#define SFX_WERE_TAKING_OVER 0x05bf
|
||||
#define SFX_ALARM_ATTACKSHIP 0x05c2
|
||||
#define SFX_HEARTBEAT 0x05c8
|
||||
#define SFX_JO_BOOST_ACTIVATE 0x05c9
|
||||
#define SFX_FR_ALARM 0x05d4
|
||||
#define SFX_FR_LIGHTSON 0x05d5
|
||||
#define SFX_FR_LIGHTSOFF 0x05d6
|
||||
#define SFX_FR_CONVEYER 0x05d9
|
||||
#define SFX_FR_CONVEYER_STOP 0x05da
|
||||
#define SFX_TRAINING_FAIL 0x05db
|
||||
#define SFX_TRAINING_COMPLETE 0x05dc
|
||||
#define SFX_MENU_SELECT 0x05dd
|
||||
#define SFX_MAIAN_YELP_05DF 0x05df
|
||||
#define SFX_MAIAN_YELP_05E0 0x05e0
|
||||
#define SFX_MAIAN_YELP_05E1 0x05e1
|
||||
#define SFX_MAIAN_05E2 0x05e2
|
||||
#define SFX_MAIAN_05E3 0x05e3
|
||||
#define SFX_MAIAN_05E4 0x05e4
|
||||
#define SFX_MAIAN_05E5 0x05e5
|
||||
#define SFX_MAIAN_05E6 0x05e6
|
||||
#define SFX_MAIAN_05E7 0x05e7
|
||||
#define SFX_CASS_HOW_DARE_YOU_DISTURB_ME 0x0af2
|
||||
#define SFX_CASS_YOU_WILL_REGRET 0x0af3
|
||||
#define SFX_CASS_LEAVE_NOW 0x0af8
|
||||
#define SFX_SCI_HAVENT_SEEN_YOU 0x127e
|
||||
#define SFX_SCI_PLEASE_DONT_HURT_ME 0x1280
|
||||
#define SFX_SCI_OFF_ALREADY 0x1281
|
||||
#define SFX_SCI_WHATS_HAPPENED_TO_THE_TERMINAL 0x1282
|
||||
#define SFX_SCI_EXPERIMENT_IS_DOWN 0x1283
|
||||
#define SFX_SCI_IM_CALLING_SECURITY 0x1284
|
||||
#define SFX_SCI_LEAVE_THIS_AREA 0x1286
|
||||
#define SFX_SCI_ALLOW_ME_TO_ASSIST_YOU 0x1287
|
||||
#define SFX_SCI_HAVE_YOU_BEEN_TAMPERING 0x1288
|
||||
#define SFX_SCI_YOU_VANDAL 0x1289
|
||||
#define SFX_SCI_ACCIDENTS_WILL_HAPPEN 0x128a
|
||||
#define SFX_SCI_SOMEONES_BROKEN_MY_EQUIPMENT 0x128b
|
||||
#define SFX_SCI_MY_EXPERIMENTS 0x128d
|
||||
#define SFX_SCI_ILL_SHUT_IT_DOWN 0x128e
|
||||
#define SFX_SCI_WHAT_ARE_YOU_DOING 0x1290
|
||||
#define SFX_SCI_SECURITY 0x1291
|
||||
#define SFX_SCI_HOW_DID_THAT_HAPPEN 0x1292
|
||||
#define SFX_K7_IM_NOT_SURE 0x1294
|
||||
#define SFX_K7_ONE_MORE_TIME 0x1295
|
||||
#define SFX_K7_I_DUNNO 0x1296
|
||||
#define SFX_SCI_AND_AGAIN 0x1297
|
||||
#define SFX_SCI_TRY_IT_NOW 0x1298
|
||||
#define SFX_CARR_WORRIES_ME 0x177b
|
||||
#define SFX_CIFEM_PATIENCE 0x177d
|
||||
#define SFX_CIFEM_BE_SOMEWHERE 0x1782
|
||||
#define SFX_CIFEM_BOTHER_SOMEONE_ELSE 0x1783
|
||||
#define SFX_FOSTER_LEAVE_ME_ALONE 0x1785
|
||||
#define SFX_GRIMSHAW_BUG_OFF 0x1789
|
||||
#define SFX_GRIMSHAW_CRIMINAL_RECORD 0x178a
|
||||
#define SFX_GRIMSHAW_LOSER 0x178b
|
||||
#define SFX_HOLO_IRRITATING 0x178d
|
||||
#define SFX_CIM_BE_SOMEWHERE 0x1791
|
||||
#define SFX_HANGAR_LIVED_THIS_LONG 0x1795
|
||||
#define SFX_FOSTER_WHAT_TO_SHOOT_AT 0x179e
|
||||
#define SFX_FOSTER_ZEROED_THE_SIGHTS 0x179f
|
||||
#define SFX_FOSTER_GOOD_SHOW 0x17a0
|
||||
#define SFX_CARR_WHAT_IS_IT 0x17a1
|
||||
#define SFX_CARR_A_LITTLE_BUSY 0x17a2
|
||||
#define SFX_CARR_PROUD_OF_YOU 0x17a3
|
||||
#define SFX_CIFEM_FOSTER 0x17a4
|
||||
#define SFX_CIFEM_COME_TO_SEE_ME 0x17a5
|
||||
#define SFX_CIFEM_PRACTICE_MAKES_PERFECT 0x17a6
|
||||
#define SFX_GRIMSHAW_KNOW_YOUR_ENEMY 0x17a7
|
||||
#define SFX_GRIMSHAW_ALL_EARS 0x17a8
|
||||
#define SFX_GRIMSHAW_GAP_IN_RECORDS 0x17a9
|
||||
#define SFX_HOLO_LAST_MINUTE_TRAINING 0x17aa
|
||||
#define SFX_HOLO_PRACTICE_MAKES_PERFECT 0x17ab
|
||||
#define SFX_HOLO_HAVE_A_LIFE 0x17ac
|
||||
#define SFX_HANGERGUY_DONT_SCREW_UP 0x17ad
|
||||
#define SFX_HANGERGUY_DONT_MAKE_A_MESS 0x17ae
|
||||
#define SFX_HANGERGUY_HALF_HOUR_AGO 0x17af
|
||||
#define SFX_M0_WHERE_DID_YOU_GET_THAT 0x1aa0
|
||||
#define SFX_M0_SHOULD_YOU_HAVE_THAT 0x1aa1
|
||||
#define SFX_M0_WHAT_ARE_YOU_DOING 0x1aa2
|
||||
#define SFX_M0_DONT_POINT_THAT_AT_ME 0x1aa3
|
||||
#define SFX_M0_WATCH_WHERE_YOURE_POINTING 0x1aa4
|
||||
#define SFX_M0_IMPOSTER 0x1aa5
|
||||
#define SFX_M0_ITS_A_SPY 0x1aa6
|
||||
#define SFX_PRES_STOP_SHOOTING 0x1ac0
|
||||
#define SFX_PRES_YOU_SURE_THIS_IS_THE_WAY 0x1ac1
|
||||
#define SFX_PRES_WHY_ARE_THEY_SHOOTING 0x1ac3
|
||||
#define SFX_M1_WHERE_ARE_YOU_TAKING 0x1ace
|
||||
#define SFX_M1_GET_THAT_FIREARM_APPROVED 0x1acf
|
||||
#define SFX_M1_WATCH_WHAT_YOURE_DOING 0x1ad0
|
||||
#define SFX_M1_BE_CAREFUL 0x1ad1
|
||||
#define SFX_M1_STOP_RIGHT_THERE 0x1ad2
|
||||
#define SFX_M1_DROP_THE_GUN 0x1ad3
|
||||
#define SFX_M2_DO_YOU_HAVE_PERMISSION_FOR_THAT 0x1ad6
|
||||
#define SFX_M2_WHAT_ARE_YOU_DOING 0x1ad7
|
||||
#define SFX_M2_HEY_THATS_DANGEROUS 0x1ad8
|
||||
#define SFX_M2_WATCH_IT_THAT_THING_COULD_GO_OFF 0x1ad9
|
||||
#define SFX_M2_PUT_YOUR_HANDS_UP 0x1ada
|
||||
#define SFX_M2_ITS_A_TERRORIST 0x1adb
|
||||
#define SFX_ROBOT_STOP_WHERE_YOU_ARE 0x1aeb
|
||||
#define SFX_ROBOT_ALERT_UNDER_ATTACK 0x1aec
|
||||
#define SFX_SEC_PLEASE_DONT_KILL_ME 0x1aee
|
||||
#define SFX_SEC_DONT_SHOOT 0x1aef
|
||||
#define SFX_CIFEM_THANKS1 0x1b1c
|
||||
#define SFX_CIFEM_THANKS3 0x1b1d
|
||||
#define SFX_FOSTER_RELY_ON_YOU 0x1b1e
|
||||
#define SFX_GRIMSHAW_TOO_CLOSE 0x1b1f
|
||||
#define SFX_CIFEM_THANKS2 0x1b20
|
||||
#define SFX_CIM_THANKS_JO 0x1b21
|
||||
#define SFX_COME_BACK_LATER_IM_BUSY 0x1b35
|
||||
#define SFX_GO_AWAY 0x1b36
|
||||
#define SFX_LOOK_I_CANT_HELP_YOU 0x1b37
|
||||
#define SFX_ALARM_CHICAGO 0x6455
|
||||
#define SFX_JO_SHUT_DOWN_EXPERIMENTS 0x7324
|
||||
#define SFX_JO_PULL_THE_PLUG 0x7325
|
||||
#define SFX_JO_SWITCH_THIS_THING_OFF 0x7326
|
||||
#define SFX_DOOR_8001 0x8001
|
||||
#define SFX_DOOR_8002 0x8002
|
||||
#define SFX_DOOR_8003 0x8003
|
||||
#define SFX_DOOR_8004 0x8004
|
||||
#define SFX_DOOR_8005 0x8005
|
||||
#define SFX_DOOR_8006 0x8006
|
||||
#define SFX_DOOR_8007 0x8007
|
||||
#define SFX_DOOR_8008 0x8008
|
||||
#define SFX_DOOR_800A 0x800a
|
||||
#define SFX_DOOR_800B 0x800b
|
||||
#define SFX_DOOR_800C 0x800c
|
||||
#define SFX_DOOR_800D 0x800d
|
||||
#define SFX_DOOR_800E 0x800e
|
||||
#define SFX_DOOR_800F 0x800f
|
||||
#define SFX_DOOR_8010 0x8010
|
||||
#define SFX_DOOR_8011 0x8011
|
||||
#define SFX_DOOR_8012 0x8012
|
||||
#define SFX_DOOR_8013 0x8013
|
||||
#define SFX_DOOR_8014 0x8014
|
||||
#define SFX_DOOR_8015 0x8015
|
||||
#define SFX_DOOR_8016 0x8016
|
||||
#define SFX_DOOR_8017 0x8017
|
||||
#define SFX_DOOR_8018 0x8018
|
||||
#define SFX_DOOR_8019 0x8019
|
||||
#define SFX_DOOR_801A 0x801a
|
||||
#define SFX_DOOR_801B 0x801b
|
||||
#define SFX_DOOR_801C 0x801c
|
||||
#define SFX_DOOR_801D 0x801d
|
||||
#define SFX_DOOR_801E 0x801e
|
||||
#define SFX_DOOR_801F 0x801f
|
||||
#define SFX_DOOR_8020 0x8020
|
||||
#define SFX_DOOR_8021 0x8021
|
||||
#define SFX_DOOR_8022 0x8022
|
||||
#define SFX_DOOR_8026 0x8026
|
||||
#define SFX_DOOR_8027 0x8027
|
||||
#define SFX_CARR_HELLO_JOANNA 0x8028
|
||||
#define SFX_CIFEM_HI_THERE 0x802b
|
||||
#define SFX_GRIMSHAW_WELCOME 0x802c
|
||||
#define SFX_GRIMSHAW_HI_THERE 0x802d
|
||||
#define SFX_GRIMSHAW_UMM_ERR_HI 0x802e
|
||||
#define SFX_HOLO_HI 0x802f
|
||||
#define SFX_HANGAR_WHAT_DO_YOU_WANT 0x8030
|
||||
#define SFX_FOSTER_STAR_AGENT 0x8031
|
||||
#define SFX_CIM_HEY_THERE 0x8032
|
||||
#define SFX_CIM_HI 0x8033
|
||||
#define SFX_CIM_HOWS_IT_GOING 0x8034
|
||||
#define SFX_CIFEM_HELLO 0x8035
|
||||
#define SFX_CIFEM_HI_JO 0x8036
|
||||
#define SFX_CIFEM_HOWS_IT_GOING 0x8037
|
||||
#define SFX_MENU_ERROR 0x8040
|
||||
#define SFX_RELOAD_DEFAULT 0x804f
|
||||
#define SFX_DRUGSPY_FIREEMPTY 0x8052
|
||||
#define SFX_LAUNCH_ROCKET_8053 0x8053
|
||||
#define SFX_FIRE_SHOTGUN 0x8055
|
||||
#define SFX_DRUGSPY_FIREDART 0x8057
|
||||
#define SFX_SLAYER_WHIR 0x8068
|
||||
#define SFX_THUD_808D 0x808d
|
||||
#define SFX_THUD_808E 0x808e
|
||||
#define SFX_THUD_808F 0x808f
|
||||
#define SFX_THUD_8090 0x8090
|
||||
#define SFX_THUD_8091 0x8091
|
||||
#define SFX_THUD_8092 0x8092
|
||||
#define SFX_THUD_8093 0x8093
|
||||
#define SFX_THUD_8094 0x8094
|
||||
#define SFX_THUD_8095 0x8095
|
||||
#define SFX_THUD_8096 0x8096
|
||||
#define SFX_THUD_8097 0x8097
|
||||
#define SFX_EXPLOSION_8098 0x8098
|
||||
#define SFX_EXPLOSION_809A 0x809a
|
||||
#define SFX_DETONATE 0x80ab
|
||||
#define SFX_DOOR_80AC 0x80ac
|
||||
#define SFX_DOOR_80AD 0x80ad
|
||||
#define SFX_DOOR_80AE 0x80ae
|
||||
#define SFX_BIKE_PULSE 0x80af
|
||||
#define SFX_FOOTSTEP_80C4 0x80c4
|
||||
#define SFX_FOOTSTEP_80C5 0x80c5
|
||||
#define SFX_FOOTSTEP_80C6 0x80c6
|
||||
#define SFX_FOOTSTEP_80C7 0x80c7
|
||||
#define SFX_FOOTSTEP_80C8 0x80c8
|
||||
#define SFX_FOOTSTEP_80C9 0x80c9
|
||||
#define SFX_FOOTSTEP_80CA 0x80ca
|
||||
#define SFX_FOOTSTEP_80CB 0x80cb
|
||||
#define SFX_FOOTSTEP_80CC 0x80cc
|
||||
#define SFX_FOOTSTEP_80CD 0x80cd
|
||||
#define SFX_FOOTSTEP_80CE 0x80ce
|
||||
#define SFX_FOOTSTEP_80CF 0x80cf
|
||||
#define SFX_FOOTSTEP_80D0 0x80d0
|
||||
#define SFX_FOOTSTEP_80D1 0x80d1
|
||||
#define SFX_FOOTSTEP_80D2 0x80d2
|
||||
#define SFX_FOOTSTEP_80D3 0x80d3
|
||||
#define SFX_FOOTSTEP_80D4 0x80d4
|
||||
#define SFX_FOOTSTEP_80D5 0x80d5
|
||||
#define SFX_FOOTSTEP_80D6 0x80d6
|
||||
#define SFX_FOOTSTEP_80D7 0x80d7
|
||||
#define SFX_FOOTSTEP_80D8 0x80d8
|
||||
#define SFX_FOOTSTEP_80D9 0x80d9
|
||||
#define SFX_FOOTSTEP_80DA 0x80da
|
||||
#define SFX_FOOTSTEP_80DB 0x80db
|
||||
#define SFX_FOOTSTEP_80DC 0x80dc
|
||||
#define SFX_FOOTSTEP_80DD 0x80dd
|
||||
#define SFX_FOOTSTEP_80DE 0x80de
|
||||
#define SFX_FOOTSTEP_80DF 0x80df
|
||||
#define SFX_FOOTSTEP_80E0 0x80e0
|
||||
#define SFX_FOOTSTEP_80E1 0x80e1
|
||||
#define SFX_FOOTSTEP_80E2 0x80e2
|
||||
#define SFX_FOOTSTEP_80E3 0x80e3
|
||||
#define SFX_FOOTSTEP_80E4 0x80e4
|
||||
#define SFX_FOOTSTEP_80E5 0x80e5
|
||||
#define SFX_FOOTSTEP_80E6 0x80e6
|
||||
#define SFX_FOOTSTEP_80E7 0x80e7
|
||||
#define SFX_FOOTSTEP_80E8 0x80e8
|
||||
#define SFX_FOOTSTEP_80E9 0x80e9
|
||||
#define SFX_FOOTSTEP_80EA 0x80ea
|
||||
#define SFX_FOOTSTEP_80EB 0x80eb
|
||||
#define SFX_FOOTSTEP_80EC 0x80ec
|
||||
#define SFX_FOOTSTEP_80ED 0x80ed
|
||||
#define SFX_FOOTSTEP_80EE 0x80ee
|
||||
#define SFX_FOOTSTEP_80EF 0x80ef
|
||||
#define SFX_FOOTSTEP_80F0 0x80f0
|
||||
#define SFX_FOOTSTEP_80F1 0x80f1
|
||||
#define SFX_FOOTSTEP_80F2 0x80f2
|
||||
#define SFX_FOOTSTEP_80F3 0x80f3
|
||||
#define SFX_FOOTSTEP_80F4 0x80f4
|
||||
#define SFX_FOOTSTEP_80F5 0x80f5
|
||||
#define SFX_M0_HOLY_SHH 0x80f7
|
||||
#define SFX_M0_WHAT_THE_HELL 0x80f8
|
||||
#define SFX_M0_DAMN_IT_MISSED 0x80f9
|
||||
#define SFX_M0_GODS_SAKE_SOMEONE_HIT_HER 0x80fa
|
||||
#define SFX_M0_GET_THE_HELL_OUT_OF_HERE 0x80fb
|
||||
#define SFX_M0_YOU_BITCH 0x80fc
|
||||
#define SFX_M0_OH_MY_GOD 0x80fd
|
||||
#define SFX_SCI_WHO_THE_HELL_ARE_YOU 0x8103
|
||||
#define SFX_SHIP_HUM 0x810c
|
||||
#define SFX_TYPING_8118 0x8118
|
||||
#define SFX_M1_HOLY 0x8124
|
||||
#define SFX_M1_WHAT_THE_HELL 0x8125
|
||||
#define SFX_M1_OH_MY_GOD 0x8126
|
||||
#define SFX_M1_OH_GOD_IM_HIT 0x8127
|
||||
#define SFX_M1_MY_GOD 0x8128
|
||||
#define SFX_M1_NOOO 0x8129
|
||||
#define SFX_M1_OH_GOD_HES_DEAD 0x812a
|
||||
#define SFX_M1_BLOODY_STUPID_GUN 0x812b
|
||||
#define SFX_M1_DAMN_IT 0x812c
|
||||
#define SFX_M1_DAMN_SHES_GOOD 0x812d
|
||||
#define SFX_M1_COVER_MY_ASS 0x812e
|
||||
#define SFX_M1_SCREAM 0x812f
|
||||
#define SFX_F_DAMN_SHES_GOOD 0x8130
|
||||
#define SFX_F_MY_GOD 0x8131
|
||||
#define SFX_M2_GEEZ_THAT_HURT 0x8132
|
||||
#define SFX_M2_DAMN_IT_IM_TAKING_FIRE 0x8133
|
||||
#define SFX_M2_GOD_DAMN_IT 0x8134
|
||||
#define SFX_M2_HOLY_MOLY 0x8135
|
||||
#define SFX_M2_DAMN_MISSED_AGAIN 0x8136
|
||||
#define SFX_M2_DAMN_YOU 0x8137
|
||||
#define SFX_M2_HELL_SHES_GOOD 0x8138
|
||||
#define SFX_M2_LETS_GET_THE_HELL_OUT_OF_HERE 0x8139
|
||||
#define SFX_M2_NOOO 0x813a
|
||||
#define SFX_M2_OH_GOD_IM_DYING 0x813c
|
||||
#define SFX_M2_GOD_RUN 0x813d
|
||||
#define SFX_CIV_OH_MY_GOD 0x814a
|
||||
#define SFX_M0_HOWS_THINGS 0x815d
|
||||
#define SFX_M0_HEY_THERE 0x815e
|
||||
#define SFX_M0_HI_HOW_ARE_YOU 0x815f
|
||||
#define SFX_M1_HI_THERE 0x8163
|
||||
#define SFX_M1_HOWS_THINGS 0x8164
|
||||
#define SFX_M2_HELLO 0x8165
|
||||
#define SFX_M2_HEY_WHATS_UP 0x8166
|
||||
#define SFX_M0_WHAT_THE_HELL_8167 0x8167
|
||||
#define SFX_M1_M2_GEEZ 0x8168
|
||||
#define SFX_DOOR_816B 0x816b
|
||||
#define SFX_DOOR_816C 0x816c
|
||||
#define SFX_DOOR_816D 0x816d
|
||||
#define SFX_FOOTSTEP_8187 0x8187
|
||||
#define SFX_FOOTSTEP_8188 0x8188
|
||||
#define SFX_FOOTSTEP_8189 0x8189
|
||||
#define SFX_FOOTSTEP_818A 0x818a
|
||||
#define SFX_FOOTSTEP_818B 0x818b
|
||||
#define SFX_FOOTSTEP_818C 0x818c
|
||||
#define SFX_FOOTSTEP_818D 0x818d
|
||||
#define SFX_FOOTSTEP_818E 0x818e
|
||||
#define SFX_FOOTSTEP_818F 0x818f
|
||||
#define SFX_FOOTSTEP_8190 0x8190
|
||||
#define SFX_FOOTSTEP_8191 0x8191
|
||||
#define SFX_FOOTSTEP_8192 0x8192
|
||||
#define SFX_DOOR_81A8 0x81a8
|
||||
#define SFX_DOOR_81AA 0x81aa
|
||||
#define SFX_DOOR_81AB 0x81ab
|
||||
#define SFX_DOOR_81AD 0x81ad
|
||||
#define SFX_DOOR_81AE 0x81ae
|
||||
#define SFX_DOOR_81AF 0x81af
|
||||
#define SFX_DOOR_81B0 0x81b0
|
||||
#define SFX_DOOR_81B1 0x81b1
|
||||
#define SFX_DOOR_81B2 0x81b2
|
||||
#define SFX_DOOR_81B3 0x81b3
|
||||
#define SFX_DOOR_81B4 0x81b4
|
||||
#define SFX_DOOR_81B5 0x81b5
|
||||
#define SFX_DOOR_81B6 0x81b6
|
||||
#define SFX_DOOR_81B7 0x81b7
|
||||
#define SFX_DOOR_81B8 0x81b8
|
||||
Loading…
Reference in New Issue