feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -151,6 +151,78 @@ const WCHAR *ConsoleSoundEngine::wchSoundNames[eSoundType_MAX]=
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L"dig.snow", // eSoundType_DIG_SNOW
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L"dig.stone", // eSoundType_DIG_STONE
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L"dig.wood", // eSoundType_DIG_WOOD
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// 1.6.4
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L"fireworks.launch", //eSoundType_FIREWORKS_LAUNCH,
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L"fireworks.blast", //eSoundType_FIREWORKS_BLAST,
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L"fireworks.blast_far", //eSoundType_FIREWORKS_BLAST_FAR,
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L"fireworks.large_blast", //eSoundType_FIREWORKS_LARGE_BLAST,
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L"fireworks.large_blast_far", //eSoundType_FIREWORKS_LARGE_BLAST_FAR,
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L"fireworks.twinkle", //eSoundType_FIREWORKS_TWINKLE,
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L"fireworks.twinkle_far", //eSoundType_FIREWORKS_TWINKLE_FAR,
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L"mob.bat.idle", //eSoundType_MOB_BAT_IDLE,
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L"mob.bat.hurt", //eSoundType_MOB_BAT_HURT,
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L"mob.bat.death", //eSoundType_MOB_BAT_DEATH,
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L"mob.bat.takeoff", //eSoundType_MOB_BAT_TAKEOFF,
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L"mob.wither.spawn", //eSoundType_MOB_WITHER_SPAWN,
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L"mob.wither.idle", //eSoundType_MOB_WITHER_IDLE,
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L"mob.wither.hurt", //eSoundType_MOB_WITHER_HURT,
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L"mob.wither.death", //eSoundType_MOB_WITHER_DEATH,
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L"mob.wither.shoot", //eSoundType_MOB_WITHER_SHOOT,
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L"mob.cow.step", //eSoundType_MOB_COW_STEP,
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L"mob.chicken.step", //eSoundType_MOB_CHICKEN_STEP,
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L"mob.pig.step", //eSoundType_MOB_PIG_STEP,
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L"mob.enderman.stare", //eSoundType_MOB_ENDERMAN_STARE,
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L"mob.enderman.scream", //eSoundType_MOB_ENDERMAN_SCREAM,
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L"mob.sheep.shear", //eSoundType_MOB_SHEEP_SHEAR,
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L"mob.sheep.step", //eSoundType_MOB_SHEEP_STEP,
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L"mob.skeleton.death", //eSoundType_MOB_SKELETON_DEATH,
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L"mob.skeleton.step", //eSoundType_MOB_SKELETON_STEP,
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L"mob.spider.step", //eSoundType_MOB_SPIDER_STEP,
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L"mob.wolf.step", //eSoundType_MOB_WOLF_STEP,
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L"mob.zombie.step", //eSoundType_MOB_ZOMBIE_STEP,
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L"liquid.swim", //eSoundType_LIQUID_SWIM,
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L"mob.horse.land", //eSoundType_MOB_HORSE_LAND,
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L"mob.horse.armor", //eSoundType_MOB_HORSE_ARMOR,
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L"mob.horse.leather", //eSoundType_MOB_HORSE_LEATHER,
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L"mob.horse.zombie.death", //eSoundType_MOB_HORSE_ZOMBIE_DEATH,
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L"mob.horse.skeleton.death", //eSoundType_MOB_HORSE_SKELETON_DEATH,
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L"mob.horse.donkey.death", //eSoundType_MOB_HORSE_DONKEY_DEATH,
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L"mob.horse.death", //eSoundType_MOB_HORSE_DEATH,
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L"mob.horse.zombie.hit", //eSoundType_MOB_HORSE_ZOMBIE_HIT,
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L"mob.horse.skeleton.hit", //eSoundType_MOB_HORSE_SKELETON_HIT,
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L"mob.horse.donkey.hit", //eSoundType_MOB_HORSE_DONKEY_HIT,
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L"mob.horse.hit", //eSoundType_MOB_HORSE_HIT,
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L"mob.horse.zombie.idle", //eSoundType_MOB_HORSE_ZOMBIE_IDLE,
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L"mob.horse.skeleton.idle", //eSoundType_MOB_HORSE_SKELETON_IDLE,
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L"mob.horse.donkey.idle", //eSoundType_MOB_HORSE_DONKEY_IDLE,
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L"mob.horse.idle", //eSoundType_MOB_HORSE_IDLE,
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L"mob.horse.donkey.angry", //eSoundType_MOB_HORSE_DONKEY_ANGRY,
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L"mob.horse.angry", //eSoundType_MOB_HORSE_ANGRY,
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L"mob.horse.gallop", //eSoundType_MOB_HORSE_GALLOP,
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L"mob.horse.breathe", //eSoundType_MOB_HORSE_BREATHE,
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L"mob.horse.wood", //eSoundType_MOB_HORSE_WOOD,
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L"mob.horse.soft", //eSoundType_MOB_HORSE_SOFT,
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L"mob.horse.jump", //eSoundType_MOB_HORSE_JUMP,
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L"mob.witch.idle", //eSoundType_MOB_WITCH_IDLE, <--- missing
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L"mob.witch.hurt", //eSoundType_MOB_WITCH_HURT, <--- missing
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L"mob.witch.death", //eSoundType_MOB_WITCH_DEATH, <--- missing
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L"mob.slime.big", //eSoundType_MOB_SLIME_BIG,
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L"mob.slime.small", //eSoundType_MOB_SLIME_SMALL,
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L"eating", //eSoundType_EATING <--- missing
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L"random.levelup", //eSoundType_RANDOM_LEVELUP
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// 4J-PB - Some sounds were updated, but we can't do that for the 360 or we have to do a new sound bank
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// instead, we'll add the sounds as new ones and change the code to reference them
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L"fire.new_ignite",
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};
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