Path: blob/master/SonicMania/Objects/GHZ/WaterfallSound.h
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#ifndef OBJ_WATERFALLSOUND_H1#define OBJ_WATERFALLSOUND_H23#include "Game.h"45#if MANIA_USE_PLUS6// Object Class7struct ObjectWaterfallSound {8RSDK_OBJECT9int32 activeCount;10int32 unused1;11int32 unused2;12int32 unused3;13uint16 aniFrames;14};1516// Entity Class17struct EntityWaterfallSound {18RSDK_ENTITY19Vector2 size;20Vector2 sfxPos;21bool32 sfxActive;22Animator animator;23};2425// Object Struct26extern ObjectWaterfallSound *WaterfallSound;2728// Standard Entity Events29void WaterfallSound_Update(void);30void WaterfallSound_LateUpdate(void);31void WaterfallSound_StaticUpdate(void);32void WaterfallSound_Draw(void);33void WaterfallSound_Create(void *data);34void WaterfallSound_StageLoad(void);35#if GAME_INCLUDE_EDITOR36void WaterfallSound_EditorDraw(void);37void WaterfallSound_EditorLoad(void);38#endif39void WaterfallSound_Serialize(void);4041// Extra Entity Functions42bool32 WaterfallSound_SfxCheck_WaterfallLoop(void);43void WaterfallSound_SfxUpdate_WaterfallLoop(int32 sfxID);44#endif4546#endif //! OBJ_WATERFALLSOUND_H474849