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authorPaweł Redman <pawel.redman@gmail.com>2018-04-13 12:04:56 +0200
committerPaweł Redman <pawel.redman@gmail.com>2018-04-13 12:04:56 +0200
commit7159afab99b130e7f3c5560765dded6c861f6c3b (patch)
tree2b0a2ec22f003a215db8503a7b0701cfa6af67cc /src/game/game.hpp
parent20b0ba26bb7b7ec43107e55e2a227de370b63e97 (diff)
More sounds.
Diffstat (limited to 'src/game/game.hpp')
-rw-r--r--src/game/game.hpp19
1 files changed, 11 insertions, 8 deletions
diff --git a/src/game/game.hpp b/src/game/game.hpp
index 6c71736..27faf46 100644
--- a/src/game/game.hpp
+++ b/src/game/game.hpp
@@ -62,21 +62,24 @@ namespace game {
render::oriented_sprite_4M2_t legs_idle, legs_walking;
render::animated_texture_t dead, gibbing;
- audio::sound_t fire, step_stone, step_dirt, gib_sound;
+ audio::sound_t fire, step_stone, step_dirt, pain, death, gib_sound;
} soldier_assets_t;
typedef struct {
render::oriented_sprite_4M_t idle, walking;
render::animated_texture_t dead;
+
+ audio::sound_t sounds, bite;
} spider_assets_t;
typedef struct {
render::animated_texture_t idle, dead;
+ audio::sound_t spawn, pain, death;
} nest_assets_t;
typedef struct {
render::animated_texture_t idle, dead;
- audio::sound_t sound;
+ audio::sound_t sound, damage;
} repl_assets_t;
typedef struct {
@@ -252,7 +255,7 @@ namespace game {
void on_think(void);
void on_spawn(void) {};
void on_wake(void) {};
- void on_damage(unit_t *attacker) {};
+ void on_damage(unit_t *attacker);
void on_death(void);
};
@@ -267,7 +270,7 @@ namespace game {
void on_think(void);
void on_spawn(void) {};
- void on_wake(void) {};
+ void on_wake(void);
void on_damage(unit_t *attacker);
void on_death(void);
};
@@ -284,7 +287,7 @@ namespace game {
void on_think(void);
void on_spawn(void);
void on_wake(void) {};
- void on_damage(unit_t *attacker) {};
+ void on_damage(unit_t *attacker);
void on_death(void);
};
@@ -295,10 +298,10 @@ namespace game {
void render_to(render::state_t *render);
void render_late_to(render::state_t *render) {};
- void on_think(void);
- void on_spawn(void);
+ void on_think(void) {};
+ void on_spawn(void) {};
void on_wake(void) {};
- void on_damage(unit_t *attacker) {};
+ void on_damage(unit_t *attacker);
void on_death(void);
void activate(void);