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Initial commit of Command & Conquer Renegade source code.
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75
Code/Combat/combatsound.cpp
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75
Code/Combat/combatsound.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/combatsound.cpp $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 11/29/00 2:16p $*
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* *
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* $Revision:: 13 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "combatsound.h"
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#include "wwaudio.h"
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/*
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**
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*/
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const char * CombatSoundTypeNames[NUM_DEFINED_SOUND_TYPES] =
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{
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"None",
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"Old Weapon",
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"Footsteps",
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"Vehicle",
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"Gunshot",
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"Bullet Hit"
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};
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/*
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**
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*/
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void CombatSoundManager::Init( void )
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{
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for ( int i = 0; i < NUM_DEFINED_SOUND_TYPES; i++ ) {
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WWAudioClass::Get_Instance()->Add_Logical_Type( i, CombatSoundTypeNames[i] );
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}
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for ( i = SOUND_TYPE_DESIGNER01; i <= SOUND_TYPE_DESIGNER09; i++ ) {
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StringClass type_name;
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type_name.Format ("Designer%02d", (i - SOUND_TYPE_DESIGNER01) + 1);
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WWAudioClass::Get_Instance()->Add_Logical_Type( i, type_name );
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}
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}
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void CombatSoundManager::Shutdown( void )
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{
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WWAudioClass::Get_Instance()->Reset_Logical_Types();
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}
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