void title_open(void) { int buffer_idx; // titles gui_initialize(title_dir,title_name); // sound if (title_sound_name[0]!=0x0) { buffer_idx=al_find_buffer(title_sound_name); al_play_source(buffer_idx,NULL,1.0f,FALSE,FALSE,TRUE,FALSE); } // fades title_fade_tick=-1; title_fade_mode=title_fade_mode_in; // force server state, there are a couple // places where this isn't being switch in, // like an app intro server.state=gs_title; }
void map_set_ambient(char *name,float pitch) { strcpy(map_ambient_name,name); map_ambient_pitch=pitch; map_ambient_buffer_idx=al_find_buffer(name); if (map_ambient_buffer_idx==-1) { map_ambient_idx=-1; map_ambient_name[0]=0x0; return; } map_ambient_idx=al_play_source(map_ambient_buffer_idx,NULL,pitch,TRUE,FALSE,TRUE,FALSE); }
void model_animation_effect_setup(model_type *mdl) { int n,k,t,nanimate,npose_move; model_animate_type *animate; model_pose_move_type *pose_move; // get sound, particle, and ring indexes // so they don't have to be looked up every time // they are launched nanimate=mdl->nanimate; animate=mdl->animates; for (n=0;n!=nanimate;n++) { npose_move=animate->npose_move; pose_move=animate->pose_moves; for (k=0;k!=npose_move;k++) { pose_move->sound.buffer_idx=-1; if (pose_move->sound.name[0]!=0x0) pose_move->sound.buffer_idx=al_find_buffer(pose_move->sound.name); for (t=0;t!=pose_move->particle.count;t++) { pose_move->particle.particles[t].particle_idx=-1; if (pose_move->particle.particles[t].name[0]!=0x0) pose_move->particle.particles[t].particle_idx=particle_find_index(pose_move->particle.particles[t].name); } for (t=0;t!=pose_move->ring.count;t++) { pose_move->ring.rings[t].ring_idx=-1; if (pose_move->ring.rings[t].name[0]!=0x0) pose_move->ring.rings[t].ring_idx=ring_find_index(pose_move->ring.rings[t].name); } pose_move++; } animate++; } }