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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 01:48:15 +03:00
Use enums for sound effects
This adds an anonymous enum for sound effects and replaces all calls to music.playef that use integer literals. This is not a named enum (that can be used for strict typechecking) because sound effect IDs are essentially part of the API of the game - many custom levels use these numbers. This is just to make the source code more readable without needing a comment to denote what number is what sound.
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@@ -2575,7 +2575,7 @@ bool entityclass::updateentities( int i )
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entities[i].state = 2;
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entities[i].onentity = 0;
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music.playef(7);
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music.playef(Sound_DISAPPEAR);
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}
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else if (entities[i].state == 2)
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{
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@@ -2621,7 +2621,7 @@ bool entityclass::updateentities( int i )
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entities[i].life = 4;
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entities[i].state = 2;
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entities[i].onentity = 0;
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music.playef(6);
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music.playef(Sound_CRUMBLE);
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}
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else if (entities[i].state == 2)
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{
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@@ -2658,7 +2658,7 @@ bool entityclass::updateentities( int i )
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//wait for collision
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if (entities[i].state == 1)
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{
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music.playef(4);
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music.playef(Sound_COIN);
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if (INBOUNDS_ARR(entities[i].para, collect))
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{
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collect[(int) entities[i].para] = true;
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@@ -2678,13 +2678,13 @@ bool entityclass::updateentities( int i )
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if (game.intimetrial)
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{
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music.playef(25);
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music.playef(Sound_NEWRECORD);
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}
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else
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{
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game.setstate(1000);
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if(music.currentsong!=-1) music.silencedasmusik();
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music.playef(3);
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music.playef(Sound_TRINKET);
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if (game.trinkets() > game.stat_trinkets && !map.custommode)
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{
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game.stat_trinkets = game.trinkets();
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@@ -2711,7 +2711,7 @@ bool entityclass::updateentities( int i )
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entities[i].colour = 5;
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entities[i].onentity = 0;
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game.savepoint = entities[i].para;
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music.playef(5);
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music.playef(Sound_CHECKPOINT);
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game.savex = entities[i].xp - 4;
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@@ -2756,7 +2756,7 @@ bool entityclass::updateentities( int i )
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entities[i].state = 2;
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music.playef(8);
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music.playef(Sound_GRAVITYLINE);
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game.gravitycontrol = (game.gravitycontrol + 1) % 2;
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game.totalflips++;
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int temp = getplayer();
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@@ -2798,7 +2798,7 @@ bool entityclass::updateentities( int i )
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//Depending on the room the warp point is in, teleport to a new location!
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entities[i].onentity = 0;
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//play a sound or somefink
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music.playef(10);
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music.playef(Sound_TELEPORT);
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game.teleport = true;
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game.edteleportent = i;
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@@ -3150,7 +3150,7 @@ bool entityclass::updateentities( int i )
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{
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entities[i].colour = 5;
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entities[i].onentity = 0;
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music.playef(17);
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music.playef(Sound_TERMINALTOUCH);
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entities[i].state = 0;
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}
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@@ -3327,14 +3327,14 @@ bool entityclass::updateentities( int i )
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if (game.intimetrial)
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{
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music.playef(27);
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music.playef(Sound_RESCUE);
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}
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else
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{
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game.setstate(1010);
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//music.haltdasmusik();
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if(music.currentsong!=-1) music.silencedasmusik();
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music.playef(27);
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music.playef(Sound_RESCUE);
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}
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return disableentity(i);
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@@ -3346,7 +3346,7 @@ bool entityclass::updateentities( int i )
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//if inactive, activate!
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if (entities[i].tile == 1)
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{
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music.playef(18);
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music.playef(Sound_GAMESAVED);
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entities[i].tile = 2;
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entities[i].colour = 101;
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if(!game.intimetrial && !game.nodeathmode)
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@@ -4841,7 +4841,7 @@ void entityclass::collisioncheck(int i, int j, bool scm /*= false*/)
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{
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if (entityhlinecollide(i, j))
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{
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music.playef(8);
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music.playef(Sound_GRAVITYLINE);
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game.gravitycontrol = (game.gravitycontrol + 1) % 2;
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game.totalflips++;
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if (game.gravitycontrol == 0)
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