#include "SDL_thread.h"
extern int mainmenu;
-extern int channels[100];
-
-
Game::Game()
{
extern bool showdamagebar;
-extern int channels[100];
-
void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering.
flashr=1;
flashg=0;
extern Light light;
extern Skeleton testskeleton;
extern int numsounds;
-extern int channels[100];
extern Terrain terrain;
//extern Sprites sprites;
extern int kTextureSize;
//terraindetail=2;
}
- memset(channels, 0xff, sizeof(channels));
-
LOG("Initializing sound system...");
int output = -1;
extern int environment;
extern float texscale;
extern Terrain terrain;
-extern int channels[100];
extern int kTextureSize;
extern float screenwidth,screenheight;
extern float gravity;
#include "Game.h"
extern float multiplier;
-extern int channels[100];
extern Terrain terrain;
extern float gravity;
extern int environment;
extern float gravity;
extern Skeleton testskeleton;
extern Terrain terrain;
-extern int channels[100];
extern Objects objects;
extern int environment;
extern float terraindetail;
};
extern struct OPENAL_SAMPLE *samp[sounds_count];
+extern int channels[];
extern void loadAllSounds();
#include "Awards.h"
extern float multiplier;
-extern int channels[100];
extern Terrain terrain;
extern float gravity;
extern int environment;
return true;
}
-extern int channels[100];
+extern int channels[];
extern "C" void PlaySoundEx(int chan, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused)
{