mirror of
https://github.com/blupi-games/planetblupi
synced 2024-12-30 10:15:36 +01:00
Use enum instead of defines
This commit is contained in:
parent
2085292545
commit
1cd4885fc8
494
src/def.h
494
src/def.h
@ -87,19 +87,19 @@
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#define CHMASK2 15
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#define FOGHIDE 4
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// clang-format on
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// Directions :
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#define DIRECT_E (0*16) // est
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#define DIRECT_SE (1*16) // sud-est
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#define DIRECT_S (2*16) // sud
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#define DIRECT_SO (3*16) // sud-ouest
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#define DIRECT_O (4*16) // ouest
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#define DIRECT_NO (5*16) // nord-ouest
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#define DIRECT_N (6*16) // nord
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#define DIRECT_NE (7*16) // nord-est
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enum Directions {
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DIRECT_E = (0 * 16), // east
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DIRECT_SE = (1 * 16), // south-east
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DIRECT_S = (2 * 16), // south
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DIRECT_SO = (3 * 16), // south-west
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DIRECT_O = (4 * 16), // west
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DIRECT_NO = (5 * 16), // north-west
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DIRECT_N = (6 * 16), // north
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DIRECT_NE = (7 * 16), // north-east
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};
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/* NO
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* O | N
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* \ | /
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@ -113,250 +113,240 @@
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* (y) SE (x)
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*/
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// Actions:
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enum Actions {
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ACTION_STOP = 0, // stop
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ACTION_STOPTIRED = 1, // stop tiredness
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ACTION_WALK = 2, // walk
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ACTION_WALKTIRED = 3, // walk tiredness
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ACTION_BUILD = 4, // build
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ACTION_PICKAXE = 5, // pickaxe
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ACTION_ENERGY = 6, // prend de l'énergie
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ACTION_CARRY = 8, // take with a jump the object on the head (est)
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ACTION_DROP = 9, // drop the object which is on the head (est)
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ACTION_SAW = 10, // saw wood
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ACTION_BURN = 11, // blupi is burning !
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ACTION_TCHAO = 12, // blupi disappeard !
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ACTION_EAT = 13, // blupi eats
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ACTION_BORN = 14, // born
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ACTION_JUMP2 = 15, // jump over an obstacle
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ACTION_JUMP3 = 16, // jump over an obstacle
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ACTION_JUMP4 = 17, // jump over an obstacle
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ACTION_JUMP5 = 18, // jump over an obstacle
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ACTION_BRIDGE = 19, // push a bridge
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ACTION_MISC1 = 20, // divers 1 (hausse les épaules)
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ACTION_MISC2 = 21, // divers 2 (grat-grat)
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ACTION_MISC3 = 22, // divers 3 (yoyo)
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ACTION_MISC1f = 23, // divers 1 fatigué (bof-bof)
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ACTION_SLIDE = 24, // slide when walking
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ACTION_DRINK = 25, // blupi is drinking
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ACTION_LABO = 26, // blupi travaille dans son laboratoire
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ACTION_DYNAMITE = 27, // blupi fait péter la dynamite
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ACTION_DELAY = 28, // blupi attend un frame
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ACTION_CUEILLE1 = 29, // blupi cueille des fleurs
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ACTION_CUEILLE2 = 30, // blupi cueille des fleurs
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ACTION_MECHE = 31, // blupi se bouche les oreilles
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ACTION_STOPb = 32, // arrêt en bateau
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ACTION_MARCHEb = 33, // avance en bateau
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ACTION_STOPJEEP = 34, // stop when using a jeep
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ACTION_WALKJEEP = 35, // going in jeep
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ACTION_ELECTRO = 36, // blupi électrocuté
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ACTION_GRILL1 = 37, // blupi grills (phase 1)
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ACTION_GRILL2 = 38, // blupi grills (phase 2)
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ACTION_GRILL3 = 39, // blupi grills (phase 3)
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ACTION_MISC4 = 40, // divers 4 (ferme les yeux)
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ACTION_HAPPY = 41, // blupi is happy
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ACTION_ARROSE = 42, // blupi arrose
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ACTION_BECHE = 43, // blupi bèche
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ACTION_CUEILLE3 = 44, // blupi cueille des fleurs
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ACTION_BUILDBREF = 45, // construit
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ACTION_BUILDSEC = 46, // construit
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ACTION_BUILDSOURD = 47, // construit
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ACTION_BUILDPIERRE = 48, // construit
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ACTION_PIOCHEPIERRE = 49, // pioche
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ACTION_PIOCHESOURD = 50, // pioche
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ACTION_MISC5 = 51, // divers 5 (ohé)
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ACTION_TELEPORTE1 = 52, // téléporte
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ACTION_TELEPORTE2 = 53, // téléporte
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ACTION_TELEPORTE3 = 54, // téléporte
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ACTION_STOPARMOR = 55, // stop armor
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ACTION_WALKARMOR = 56, // walk armor
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ACTION_ARMOROPEN = 57, // open armor
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ACTION_ARMORCLOSE = 58, // close armor
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ACTION_JUMPJEEP = 59, // jump in the jeep
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ACTION_MISC6 = 60, // divers 6 (diabolo)
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ACTION_S_STOP = 100, // spider: stop
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ACTION_S_WALK = 101, // spider: walk
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ACTION_S_JUMP = 102, // spider: jump
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ACTION_S_GRILL = 103, // spider: grill in rays
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ACTION_S_POISON = 105, // spider: poisoned
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ACTION_S_DEAD1 = 106, // spider: dead
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ACTION_S_DEAD2 = 107, // spider: dead
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ACTION_S_DEAD3 = 108, // spider: dead
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ACTION_V_STOP = 200, // virus: stop
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ACTION_V_WALK = 201, // virus: walk
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ACTION_V_GRILL = 202, // virus: grill in rays
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ACTION_T_STOP = 300, // tracks: stop
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ACTION_T_WALK = 301, // tracks: walk
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ACTION_T_CRUSHED = 302, // tracks: crushed an object
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ACTION_R_STOP = 400, // robot: stop
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ACTION_R_WALK = 401, // robot: walk
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ACTION_R_APLAT = 402, // robot: applatit
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ACTION_R_BUILD = 403, // robot: construit
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ACTION_R_DELAY = 404, // robot: construit
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ACTION_R_LOAD = 405, // robot: reload
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ACTION_R_CRUSHED = 406, // robot: crushed an object
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ACTION_B_STOP = 500, // bomb: stop
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ACTION_B_WALK = 501, // bomb: walk
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ACTION_D_DELAY = 600, // detonator: wait
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ACTION_E_STOP = 700, // electro: stop
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ACTION_E_WALK = 701, // electro: walk
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ACTION_E_BEGIN = 702, // electro: begin
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ACTION_E_RAYON = 703, // electro: rayon
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ACTION_D_STOP = 800, // disciple: stop
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ACTION_D_WALK = 801, // disciple: walk
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ACTION_D_BUILD = 802, // disciple: build
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ACTION_D_PICKAXE = 803, // disciple: pickaxe
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ACTION_D_SAW = 804, // disciple: saw wood
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ACTION_D_TCHAO = 805, // disciple: disappeard !
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ACTION_D_CUEILLE1 = 806, // disciple: cueille des fleurs
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ACTION_D_CUEILLE2 = 807, // disciple: cueille des fleurs
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ACTION_D_MECHE = 808, // disciple: se bouche les oreilles
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ACTION_D_ARROSE = 809, // disciple: arrose
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ACTION_D_BECHE = 810, // disciple: bèche
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};
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// Actions :
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// Sounds:
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enum Sounds {
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SOUND_CLICK = 0,
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SOUND_BOING = 1,
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SOUND_OK1 = 2,
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SOUND_OK2 = 3,
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SOUND_OK3 = 4,
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SOUND_GO1 = 5,
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SOUND_GO2 = 6,
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SOUND_GO3 = 7,
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SOUND_TERM1 = 8,
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SOUND_TERM2 = 9,
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SOUND_TERM3 = 10,
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SOUND_COUPTERRE = 11,
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SOUND_COUPTOC = 12,
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SOUND_JUMP = 13,
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SOUND_HOP = 14,
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SOUND_SAW = 15,
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SOUND_FIRE = 16,
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SOUND_BURN = 17,
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SOUND_TCHAO = 18,
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SOUND_EAT = 19,
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SOUND_BORN = 20,
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SOUND_S_JUMP = 21,
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SOUND_S_HIHI = 22,
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SOUND_PLOUF = 23,
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SOUND_GOAL = 24,
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SOUND_RAYON1 = 25,
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SOUND_RAYON2 = 26,
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SOUND_VIRUS = 27,
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SOUND_SLIDE = 28,
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SOUND_DRINK = 29,
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SOUND_LABO = 30,
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SOUND_DYNAMITE = 31,
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SOUND_DOOR = 32,
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SOUND_FLOWER = 33,
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SOUND_T_ENGINE = 34,
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SOUND_T_ECRASE = 35,
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SOUND_TRAP = 36,
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SOUND_AIE = 37,
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SOUND_A_POISON = 38,
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SOUND_R_ENGINE = 39,
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SOUND_R_APLAT = 40,
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SOUND_R_ROTATE = 41,
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SOUND_R_LOAD = 42,
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SOUND_B_JUMP = 43,
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SOUND_BOAT = 44,
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SOUND_JEEP = 45,
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SOUND_MINE = 46,
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SOUND_USINE = 47,
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SOUND_E_RAYON = 48,
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SOUND_E_TOURNE = 49,
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SOUND_ARROSE = 50,
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SOUND_BECHE = 51,
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SOUND_D_BOING = 52,
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SOUND_D_OK = 53,
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SOUND_D_GO = 54,
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SOUND_D_TERM = 55,
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SOUND_BOING1 = 56,
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SOUND_BOING2 = 57,
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SOUND_BOING3 = 58,
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SOUND_OK4 = 59,
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SOUND_OK5 = 60,
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SOUND_OK6 = 61,
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SOUND_OK1f = 62,
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SOUND_OK2f = 63,
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SOUND_OK3f = 64,
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SOUND_OK1e = 65,
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SOUND_OK2e = 66,
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SOUND_OK3e = 67,
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SOUND_GO4 = 68,
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SOUND_GO5 = 69,
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SOUND_GO6 = 70,
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SOUND_TERM4 = 71,
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SOUND_TERM5 = 72,
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SOUND_TERM6 = 73,
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SOUND_COUPSEC = 74,
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SOUND_COUPPIERRE = 75,
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SOUND_COUPSOURD = 76,
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SOUND_COUPBREF = 77,
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SOUND_OPEN = 78,
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SOUND_CLOSE = 79,
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SOUND_TELEPORTE = 80,
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SOUND_ARMUREOPEN = 81,
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SOUND_ARMURECLOSE = 82,
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SOUND_WIN = 83,
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SOUND_LOST = 84,
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};
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#define ACTION_STOP 0 // stop
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#define ACTION_STOPTIRED 1 // stop tiredness
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#define ACTION_WALK 2 // walk
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#define ACTION_WALKTIRED 3 // walk tiredness
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#define ACTION_BUILD 4 // build
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#define ACTION_PICKAXE 5 // pickaxe
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#define ACTION_ENERGY 6 // prend de l'énergie
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#define ACTION_CARRY 8 // take with a jump the object on the head (est)
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#define ACTION_DROP 9 // drop the object which is on the head (est)
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#define ACTION_SAW 10 // saw wood
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#define ACTION_BURN 11 // blupi is burning !
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#define ACTION_TCHAO 12 // blupi disappeard !
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#define ACTION_EAT 13 // blupi eats
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#define ACTION_BORN 14 // born
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#define ACTION_JUMP2 15 // jump over an obstacle
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#define ACTION_JUMP3 16 // jump over an obstacle
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#define ACTION_JUMP4 17 // jump over an obstacle
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#define ACTION_JUMP5 18 // jump over an obstacle
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#define ACTION_BRIDGE 19 // push a bridge
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#define ACTION_MISC1 20 // divers 1 (hausse les épaules)
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#define ACTION_MISC2 21 // divers 2 (grat-grat)
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#define ACTION_MISC3 22 // divers 3 (yoyo)
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#define ACTION_MISC1f 23 // divers 1 fatigué (bof-bof)
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#define ACTION_SLIDE 24 // slide when walking
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#define ACTION_DRINK 25 // blupi is drinking
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#define ACTION_LABO 26 // blupi travaille dans son laboratoire
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#define ACTION_DYNAMITE 27 // blupi fait péter la dynamite
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#define ACTION_DELAY 28 // blupi attend un frame
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#define ACTION_CUEILLE1 29 // blupi cueille des fleurs
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#define ACTION_CUEILLE2 30 // blupi cueille des fleurs
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#define ACTION_MECHE 31 // blupi se bouche les oreilles
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#define ACTION_STOPb 32 // arrêt en bateau
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#define ACTION_MARCHEb 33 // avance en bateau
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#define ACTION_STOPJEEP 34 // stop when using a jeep
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#define ACTION_WALKJEEP 35 // going in jeep
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#define ACTION_ELECTRO 36 // blupi électrocuté
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#define ACTION_GRILL1 37 // blupi grills (phase 1)
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#define ACTION_GRILL2 38 // blupi grills (phase 2)
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#define ACTION_GRILL3 39 // blupi grills (phase 3)
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#define ACTION_MISC4 40 // divers 4 (ferme les yeux)
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#define ACTION_HAPPY 41 // blupi is happy
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#define ACTION_ARROSE 42 // blupi arrose
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#define ACTION_BECHE 43 // blupi bèche
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#define ACTION_CUEILLE3 44 // blupi cueille des fleurs
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#define ACTION_BUILDBREF 45 // construit
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#define ACTION_BUILDSEC 46 // construit
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#define ACTION_BUILDSOURD 47 // construit
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#define ACTION_BUILDPIERRE 48 // construit
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#define ACTION_PIOCHEPIERRE 49 // pioche
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#define ACTION_PIOCHESOURD 50 // pioche
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#define ACTION_MISC5 51 // divers 5 (ohé)
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#define ACTION_TELEPORTE1 52 // téléporte
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#define ACTION_TELEPORTE2 53 // téléporte
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#define ACTION_TELEPORTE3 54 // téléporte
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#define ACTION_STOPARMOR 55 // stop armor
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#define ACTION_WALKARMOR 56 // walk armor
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#define ACTION_ARMOROPEN 57 // open armor
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#define ACTION_ARMORCLOSE 58 // close armor
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#define ACTION_JUMPJEEP 59 // jump in the jeep
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#define ACTION_MISC6 60 // divers 6 (diabolo)
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#define ACTION_S_STOP 100 // spider: stop
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#define ACTION_S_WALK 101 // spider: walk
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#define ACTION_S_JUMP 102 // spider: jump
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#define ACTION_S_GRILL 103 // spider: grill in rays
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#define ACTION_S_POISON 105 // spider: poisoned
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#define ACTION_S_DEAD1 106 // spider: dead
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#define ACTION_S_DEAD2 107 // spider: dead
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#define ACTION_S_DEAD3 108 // spider: dead
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#define ACTION_V_STOP 200 // virus: stop
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#define ACTION_V_WALK 201 // virus: walk
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#define ACTION_V_GRILL 202 // virus: grill in rays
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#define ACTION_T_STOP 300 // tracks: stop
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#define ACTION_T_WALK 301 // tracks: walk
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#define ACTION_T_CRUSHED 302 // tracks: crushed an object
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#define ACTION_R_STOP 400 // robot: stop
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#define ACTION_R_WALK 401 // robot: walk
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#define ACTION_R_APLAT 402 // robot: applatit
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#define ACTION_R_BUILD 403 // robot: construit
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#define ACTION_R_DELAY 404 // robot: construit
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#define ACTION_R_LOAD 405 // robot: reload
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#define ACTION_R_CRUSHED 406 // robot: crushed an object
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#define ACTION_B_STOP 500 // bomb: stop
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#define ACTION_B_WALK 501 // bomb: walk
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#define ACTION_D_DELAY 600 // detonator: wait
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#define ACTION_E_STOP 700 // electro: stop
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#define ACTION_E_WALK 701 // electro: walk
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#define ACTION_E_BEGIN 702 // electro: begin
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#define ACTION_E_RAYON 703 // electro: rayon
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#define ACTION_D_STOP 800 // disciple: stop
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#define ACTION_D_WALK 801 // disciple: walk
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#define ACTION_D_BUILD 802 // disciple: build
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#define ACTION_D_PICKAXE 803 // disciple: pickaxe
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#define ACTION_D_SAW 804 // disciple: saw wood
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#define ACTION_D_TCHAO 805 // disciple: disappeard !
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#define ACTION_D_CUEILLE1 806 // disciple: cueille des fleurs
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#define ACTION_D_CUEILLE2 807 // disciple: cueille des fleurs
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#define ACTION_D_MECHE 808 // disciple: se bouche les oreilles
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#define ACTION_D_ARROSE 809 // disciple: arrose
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#define ACTION_D_BECHE 810 // disciple: bèche
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// Sons :
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#define SOUND_CLICK 0
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#define SOUND_BOING 1
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#define SOUND_OK1 2
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#define SOUND_OK2 3
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#define SOUND_OK3 4
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#define SOUND_GO1 5
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#define SOUND_GO2 6
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#define SOUND_GO3 7
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#define SOUND_TERM1 8
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#define SOUND_TERM2 9
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#define SOUND_TERM3 10
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#define SOUND_COUPTERRE 11
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#define SOUND_COUPTOC 12
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#define SOUND_JUMP 13
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#define SOUND_HOP 14
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#define SOUND_SAW 15
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#define SOUND_FIRE 16
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#define SOUND_BURN 17
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#define SOUND_TCHAO 18
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#define SOUND_EAT 19
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#define SOUND_BORN 20
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#define SOUND_S_JUMP 21
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#define SOUND_S_HIHI 22
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#define SOUND_PLOUF 23
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#define SOUND_GOAL 24
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#define SOUND_RAYON1 25
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#define SOUND_RAYON2 26
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#define SOUND_VIRUS 27
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#define SOUND_SLIDE 28
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#define SOUND_DRINK 29
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#define SOUND_LABO 30
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#define SOUND_DYNAMITE 31
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#define SOUND_DOOR 32
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#define SOUND_FLOWER 33
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#define SOUND_T_ENGINE 34
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#define SOUND_T_ECRASE 35
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#define SOUND_TRAP 36
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#define SOUND_AIE 37
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#define SOUND_A_POISON 38
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#define SOUND_R_ENGINE 39
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#define SOUND_R_APLAT 40
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#define SOUND_R_ROTATE 41
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#define SOUND_R_LOAD 42
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#define SOUND_B_JUMP 43
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#define SOUND_BOAT 44
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#define SOUND_JEEP 45
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#define SOUND_MINE 46
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#define SOUND_USINE 47
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#define SOUND_E_RAYON 48
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#define SOUND_E_TOURNE 49
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#define SOUND_ARROSE 50
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#define SOUND_BECHE 51
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#define SOUND_D_BOING 52
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#define SOUND_D_OK 53
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#define SOUND_D_GO 54
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#define SOUND_D_TERM 55
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#define SOUND_BOING1 56
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#define SOUND_BOING2 57
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#define SOUND_BOING3 58
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#define SOUND_OK4 59
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#define SOUND_OK5 60
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#define SOUND_OK6 61
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#define SOUND_OK1f 62
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#define SOUND_OK2f 63
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#define SOUND_OK3f 64
|
||||
#define SOUND_OK1e 65
|
||||
#define SOUND_OK2e 66
|
||||
#define SOUND_OK3e 67
|
||||
#define SOUND_GO4 68
|
||||
#define SOUND_GO5 69
|
||||
#define SOUND_GO6 70
|
||||
#define SOUND_TERM4 71
|
||||
#define SOUND_TERM5 72
|
||||
#define SOUND_TERM6 73
|
||||
#define SOUND_COUPSEC 74
|
||||
#define SOUND_COUPPIERRE 75
|
||||
#define SOUND_COUPSOURD 76
|
||||
#define SOUND_COUPBREF 77
|
||||
#define SOUND_OPEN 78
|
||||
#define SOUND_CLOSE 79
|
||||
#define SOUND_TELEPORTE 80
|
||||
#define SOUND_ARMUREOPEN 81
|
||||
#define SOUND_ARMURECLOSE 82
|
||||
#define SOUND_WIN 83
|
||||
#define SOUND_LOST 84
|
||||
|
||||
|
||||
// Boutons (play) :
|
||||
|
||||
#define MAXBUTTON 40
|
||||
|
||||
#define BUTTON_GO 0
|
||||
#define BUTTON_STOP 1
|
||||
#define BUTTON_EAT 2
|
||||
#define BUTTON_CARRY 3
|
||||
#define BUTTON_DEPOSE 4
|
||||
#define BUTTON_ABAT 5
|
||||
#define BUTTON_ROC 6
|
||||
#define BUTTON_CULTIVE 7
|
||||
#define BUTTON_BUILD1 8
|
||||
#define BUTTON_BUILD2 9
|
||||
#define BUTTON_BUILD3 10
|
||||
#define BUTTON_BUILD4 11
|
||||
#define BUTTON_BUILD5 12
|
||||
#define BUTTON_BUILD6 13
|
||||
#define BUTTON_WALL 14
|
||||
#define BUTTON_PALIS 15
|
||||
#define BUTTON_ABATn 16
|
||||
#define BUTTON_ROCn 17
|
||||
#define BUTTON_BRIDGE 18
|
||||
#define BUTTON_TOWER 19
|
||||
#define BUTTON_BOIT 20
|
||||
#define BUTTON_LABO 21
|
||||
#define BUTTON_FLOWER 22
|
||||
#define BUTTON_FLOWERn 23
|
||||
#define BUTTON_DYNAMITE 24
|
||||
#define BUTTON_BOAT 25
|
||||
#define BUTTON_DJEEP 26
|
||||
#define BUTTON_FLAG 27
|
||||
#define BUTTON_EXTRAIT 28
|
||||
#define BUTTON_FABJEEP 29
|
||||
#define BUTTON_FABMINE 30
|
||||
#define BUTTON_FABDISC 31
|
||||
#define BUTTON_REPEAT 32
|
||||
#define BUTTON_DARMOR 33
|
||||
#define BUTTON_MAKEARMOR 34
|
||||
// clang-format on
|
||||
|
||||
// Erreurs :
|
||||
// Buttons (play):
|
||||
enum Buttons {
|
||||
BUTTON_NONE = -1,
|
||||
BUTTON_GO = 0,
|
||||
BUTTON_STOP = 1,
|
||||
BUTTON_EAT = 2,
|
||||
BUTTON_CARRY = 3,
|
||||
BUTTON_DEPOSE = 4,
|
||||
BUTTON_ABAT = 5,
|
||||
BUTTON_ROC = 6,
|
||||
BUTTON_CULTIVE = 7,
|
||||
BUTTON_BUILD1 = 8,
|
||||
BUTTON_BUILD2 = 9,
|
||||
BUTTON_BUILD3 = 10,
|
||||
BUTTON_BUILD4 = 11,
|
||||
BUTTON_BUILD5 = 12,
|
||||
BUTTON_BUILD6 = 13,
|
||||
BUTTON_WALL = 14,
|
||||
BUTTON_PALIS = 15,
|
||||
BUTTON_ABATn = 16,
|
||||
BUTTON_ROCn = 17,
|
||||
BUTTON_BRIDGE = 18,
|
||||
BUTTON_TOWER = 19,
|
||||
BUTTON_BOIT = 20,
|
||||
BUTTON_LABO = 21,
|
||||
BUTTON_FLOWER = 22,
|
||||
BUTTON_FLOWERn = 23,
|
||||
BUTTON_DYNAMITE = 24,
|
||||
BUTTON_BOAT = 25,
|
||||
BUTTON_DJEEP = 26,
|
||||
BUTTON_FLAG = 27,
|
||||
BUTTON_EXTRAIT = 28,
|
||||
BUTTON_FABJEEP = 29,
|
||||
BUTTON_FABMINE = 30,
|
||||
BUTTON_FABDISC = 31,
|
||||
BUTTON_REPEAT = 32,
|
||||
BUTTON_DARMOR = 33,
|
||||
BUTTON_MAKEARMOR = 34,
|
||||
MAXBUTTON = 40,
|
||||
};
|
||||
|
||||
// Errors:
|
||||
enum Errors {
|
||||
NONE = 0,
|
||||
MISC = 1,
|
||||
|
Loading…
x
Reference in New Issue
Block a user