tweaked hellish impact sound a bit. and yeah, we really need to limit how frequently impact sounds can be triggered on bounce >.<
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2008 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#ifndef BINDS_H
#define BINDS_H
#include <QString>
#ifdef _WIN32
#define BINDS_NUMBER 42
#else
#define BINDS_NUMBER 43
#endif
struct BindAction
{
QString action;
QString strbind;
const char * name;
const char * category;
const char * description;
};
extern const BindAction cbinds[BINDS_NUMBER];
#endif // BINDS_H