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effects: rename monster_action_sounds to MonstSndChar

Rationale described in f609ea371d:
as included below:

Note, the PSX sym file does not seem to include the
original name for monster_action_sounds. However, it
does include the names for very similar global
variables used for players rather than monsters, so
from these we may infer a similar name for
monster_action_sounds.

In particular, ArmourChar, WepChar and CharChar are
used for player graphics. So, following the same naming
convention we arrive at MonstSndChar.
pull/202/head^2^2
Robin Eklind 7 years ago committed by Anders Jenbo
parent
commit
fab7f1b5fa
  1. 6
      Source/effects.cpp
  2. 2
      Source/effects.h

6
Source/effects.cpp

@ -6,7 +6,7 @@ int sfxdnum;
HANDLE sfx_stream;
TSFX *sfx_data_cur;
const char monster_action_sounds[] = { 'a', 'h', 'd', 's' };
const char MonstSndChar[] = { 'a', 'h', 'd', 's' };
/* data */
@ -935,9 +935,9 @@ void InitMonsterSND(int monst)
mtype = Monsters[monst].mtype;
for (i = 0; i < 4; i++) {
if (monster_action_sounds[i] != 's' || monsterdata[mtype].snd_special) {
if (MonstSndChar[i] != 's' || monsterdata[mtype].snd_special) {
for (j = 0; j < 2; j++) {
sprintf(name, monsterdata[mtype].sndfile, monster_action_sounds[i], j + 1);
sprintf(name, monsterdata[mtype].sndfile, MonstSndChar[i], j + 1);
path = (char *)DiabloAllocPtr(strlen(name) + 1);
strcpy(path, name);
pSnd = sound_file_load(path);

2
Source/effects.h

@ -30,7 +30,7 @@ void __stdcall effects_play_sound(char *snd_file);
/* rdata */
extern const char monster_action_sounds[];
extern const char MonstSndChar[];
/* data */

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