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rubberduckycooly
GitHub Repository: rubberduckycooly/Sonic-Mania-Decompilation
Path: blob/master/SonicMania/Objects/GHZ/WaterfallSound.h
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#ifndef OBJ_WATERFALLSOUND_H
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#define OBJ_WATERFALLSOUND_H
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#include "Game.h"
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#if MANIA_USE_PLUS
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// Object Class
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struct ObjectWaterfallSound {
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RSDK_OBJECT
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int32 activeCount;
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int32 unused1;
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int32 unused2;
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int32 unused3;
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uint16 aniFrames;
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};
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// Entity Class
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struct EntityWaterfallSound {
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RSDK_ENTITY
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Vector2 size;
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Vector2 sfxPos;
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bool32 sfxActive;
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Animator animator;
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};
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// Object Struct
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extern ObjectWaterfallSound *WaterfallSound;
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// Standard Entity Events
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void WaterfallSound_Update(void);
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void WaterfallSound_LateUpdate(void);
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void WaterfallSound_StaticUpdate(void);
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void WaterfallSound_Draw(void);
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void WaterfallSound_Create(void *data);
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void WaterfallSound_StageLoad(void);
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#if GAME_INCLUDE_EDITOR
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void WaterfallSound_EditorDraw(void);
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void WaterfallSound_EditorLoad(void);
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#endif
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void WaterfallSound_Serialize(void);
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// Extra Entity Functions
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bool32 WaterfallSound_SfxCheck_WaterfallLoop(void);
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void WaterfallSound_SfxUpdate_WaterfallLoop(int32 sfxID);
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#endif
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#endif //! OBJ_WATERFALLSOUND_H
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