if (property_mapping[i].artwork_index < MAX_NUM_ELEMENTS)
InitElementSmallImagesScaledUp(property_mapping[i].artwork_index);
- /* !!! FIX ME (CHANGE TO USING NORMAL ELEMENT GRAPHIC DEFINITIONS) !!! */
#if 1
- for (i = IMG_EMC_OBJECT; i <= IMG_EMC_TITLE; i++)
+ /* !!! FIX THIS (CHANGE TO USING NORMAL ELEMENT GRAPHIC DEFINITIONS) !!! */
+ for (i = IMG_EMC_OBJECT; i <= IMG_EMC_SPRITE; i++)
InitElementSmallImagesScaledUp(i);
#endif
}
+#if 1
+/* !!! FIX THIS (CHANGE TO USING NORMAL ELEMENT GRAPHIC DEFINITIONS) !!! */
void SetBitmaps_EM(Bitmap **em_bitmap)
{
em_bitmap[0] = graphic_info[IMG_EMC_OBJECT].bitmap;
- em_bitmap[1] = graphic_info[IMG_EMC_SCORE].bitmap;
- em_bitmap[2] = graphic_info[IMG_EMC_SPRITE].bitmap;
- em_bitmap[3] = graphic_info[IMG_EMC_TITLE].bitmap;
+ em_bitmap[1] = graphic_info[IMG_EMC_SPRITE].bitmap;
}
+#endif
static int getFontBitmapID(int font_nr)
{
/* explicit loop mode setting in configuration overrides default value */
if (parameter[SND_ARG_MODE_LOOP] != ARG_UNDEFINED_VALUE)
sound_info[sound].loop = parameter[SND_ARG_MODE_LOOP];
+
+ /* sound volume to change the original volume when loading the sound file */
+ sound_info[sound].volume = parameter[SND_ARG_VOLUME];
+
+ /* sound priority to give certain sounds a higher or lower priority */
+ sound_info[sound].volume = parameter[SND_ARG_VOLUME];
}
static void InitSoundInfo()