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