//HEADER_GOES_HERE #ifndef __EFFECTS_H__ #define __EFFECTS_H__ extern int effects_cpp_init_value; // weak extern int sfxdelay; // weak extern int sfxdnum; extern void *sfx_stream; extern TSFX *sfx_data_cur; void __cdecl effects_cpp_init(); bool __fastcall effect_is_playing(int nSFX); void __cdecl sfx_stop(); void __fastcall InitMonsterSND(int monst); void __cdecl FreeEffects(); void __fastcall PlayEffect(int i, int mode); int __fastcall calc_snd_position(int x, int y, int *plVolume, int *plPan); void __fastcall PlaySFX(int psfx); void __fastcall PlaySFX_priv(TSFX *pSFX, char loc, int x, int y); void __fastcall stream_play(TSFX *pSFX, int lVolume, int lPan); int __fastcall RndSFX(int psfx); void __fastcall PlaySfxLoc(int psfx, int x, int y); void __cdecl FreeMonsterSnd(); void __cdecl sound_stop(); void __cdecl sound_update(); void __cdecl effects_cleanup_sfx(); void __cdecl stream_update(); void __fastcall priv_sound_init(int bLoadMask); void __cdecl sound_init(); void __stdcall effects_play_sound(char *snd_file); /* data */ extern int effects_inf; // weak extern char monster_action_sounds[]; // idb /* rdata */ extern TSFX sgSFX[858]; #endif /* __EFFECTS_H__ */