Reverse-engineered reimplementation of 3D Pinball for Windows - Space Cadet from k4zmu2a/SpaceCadetPinball (MIT), upstream cb9b7b8, vendored rather than submoduled so local patches are just edits. - CMakeLists: stop hard-setting CMAKE_OSX_ARCHITECTURES so the documented -D override works; brew's SDL2 is arm64-only and universal linking failed. - gitignore original .DAT/.MID assets, which are not ours to redistribute. - CLAUDE.md: build line, upstream deviation, and where game data goes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
17 lines
411 B
C++
17 lines
411 B
C++
#include "pch.h"
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#include "TSound.h"
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#include "loader.h"
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TSound::TSound(TPinballTable* table, int groupIndex) : TPinballComponent(table, groupIndex, true)
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{
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visualStruct visual{};
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loader::query_visual(groupIndex, 0, &visual);
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this->SoundIndex = visual.SoundIndex4;
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}
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float TSound::Play(TPinballComponent *soundSource, const char* info)
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{
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return loader::play_sound(this->SoundIndex, soundSource, info);
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}
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