atrooney-online-2/include/datatypes.h
Crystalwarrior c3fd82eacc
Fix SFX dropdown regressions, make dropdown play sound if custom sound is listed regardless of Pre (#656)
* Fix SFX dropdown not playing a sound despite a sound being selected.
It was waiting on a preanim box to be checked, but that behavior was not intuitive. Plus this is a regression from intended behavior

* Make "default" sfx behavior behave as expected

* Tidy up the network logic for emote_mod and comment all of its behavior
Fix sfx not playing when immeidate is checked on

* make emote_mod an enum so I don't have to go scouring documentation to learn what it does anymore
not adding emote mod for enums 2, 3 and 4 cuz those are planned to be deprecated in a later PR
Make Clang happy with no bracket-less if statements
2022-03-24 03:05:27 +03:00

114 lines
1.5 KiB
C

#ifndef DATATYPES_H
#define DATATYPES_H
#include <QString>
struct server_type {
QString name;
QString desc;
QString ip;
int port;
};
struct emote_type {
QString comment;
QString preanim;
QString anim;
int mod;
QString sfx_name;
int sfx_delay;
int sfx_duration;
};
struct char_type {
QString name;
QString description;
QString evidence_string;
bool taken;
};
struct evi_type {
QString name;
QString description;
QString image;
};
struct chatmessage_type {
QString message;
QString character;
QString side;
QString sfx_name;
QString pre_emote;
QString emote;
int emote_modifier;
int objection_modifier;
int realization;
int text_color;
int evidence;
int cid;
int sfx_delay;
int flip;
};
struct area_type {
QString name;
QString background;
bool passworded;
};
struct pos_type {
int x;
int y;
};
struct pos_size_type {
int x = 0;
int y = 0;
int width = 0;
int height = 0;
};
enum CHAT_MESSAGE {
DESK_MOD = 0,
PRE_EMOTE,
CHAR_NAME,
EMOTE,
MESSAGE,
SIDE,
SFX_NAME,
EMOTE_MOD,
CHAR_ID,
SFX_DELAY,
OBJECTION_MOD,
EVIDENCE_ID,
FLIP,
REALIZATION,
TEXT_COLOR,
SHOWNAME,
OTHER_CHARID,
OTHER_NAME,
OTHER_EMOTE,
SELF_OFFSET,
OTHER_OFFSET,
OTHER_FLIP,
IMMEDIATE,
LOOPING_SFX,
SCREENSHAKE,
FRAME_SCREENSHAKE,
FRAME_REALIZATION,
FRAME_SFX,
ADDITIVE,
EFFECTS
};
enum EMOTE_MOD {
IDLE = 0,
PREANIM = 1,
ZOOM = 5,
PREANIM_ZOOM = 6,
};
enum MUSIC_EFFECT { FADE_IN = 1, FADE_OUT = 2, SYNC_POS = 4 };
#endif // DATATYPES_H