diff options
| author | Aldrik Ramaekers <aldrik@amftech.nl> | 2023-11-04 18:48:50 +0100 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrik@amftech.nl> | 2023-11-04 18:48:50 +0100 |
| commit | d87f335751ae28ee8dc259a585e6bdf2fc7190da (patch) | |
| tree | f818f03b53b7489d632916b06b6392aea35f5969 /include | |
| parent | 78bb3b9005e8e008cfff6b0158723dd072a957cb (diff) | |
molotov
Diffstat (limited to 'include')
| -rw-r--r-- | include/asset_defs.h | 4 | ||||
| -rw-r--r-- | include/audio.h | 2 | ||||
| -rw-r--r-- | include/math_helper.h | 2 |
3 files changed, 7 insertions, 1 deletions
diff --git a/include/asset_defs.h b/include/asset_defs.h index cdf9614..f052346 100644 --- a/include/asset_defs.h +++ b/include/asset_defs.h @@ -29,6 +29,7 @@ image* img_obj_wall1; // Throwables image* img_grenade; image* img_grenade_explode; +image* img_molotov_explode; // Players image* img_player_running; @@ -45,6 +46,9 @@ image* img_tile_grass1; // Sounds Mix_Chunk* wav_throwable_bounce; Mix_Chunk* wav_grenade_explode; +Mix_Chunk* wav_molotov_explode; + +Mix_Chunk* wav_fire; Mix_Chunk* wav_shoot_mp5; Mix_Chunk* wav_reload_mp5; diff --git a/include/audio.h b/include/audio.h index 22e0a99..a22ec95 100644 --- a/include/audio.h +++ b/include/audio.h @@ -12,6 +12,7 @@ #define CHANNEL_RELOAD 3 #define CHANNEL_EXPLODE 4 #define CHANNEL_COLLECT 5 +#define CHANNEL_FIRE 6 typedef enum t_audio_event_type { EVENT_SHOOT, @@ -20,6 +21,7 @@ typedef enum t_audio_event_type { EVENT_EXPLODE_THROWABLE, EVENT_IMPACT, EVENT_COLLECT, + EVENT_FIRE, } audio_event_type; typedef struct t_audio_event { diff --git a/include/math_helper.h b/include/math_helper.h index 6786128..074e73a 100644 --- a/include/math_helper.h +++ b/include/math_helper.h @@ -11,7 +11,7 @@ #define DROP_RENDER_DEPTH(_h) renderer->set_render_depth(4 + ceil(_h)); #define BULLET_RENDER_DEPTH(_h) renderer->set_render_depth(5 + ceil(_h)); -#define THROWABLE_RENDER_DEPTH(_h) renderer->set_render_depth(5 + ceil(_h)); +#define THROWABLE_RENDER_DEPTH(_h) renderer->set_render_depth(3 + ceil(_h)); #define OBJECT_RENDER_DEPTH(_h) renderer->set_render_depth(5 + ceil(_h)); #define OVERLAY_RENDER_DEPTH() renderer->set_render_depth(100); |
