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) 2009 Martin Minarik <ttsmj@pokec.sk>
*
* 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 NAMEGEN_H
#define NAMEGEN_H
#include <QString>
class HWForm;
class HWTeam;
class HWNamegen
{
public:
HWNamegen();
~HWNamegen();
void TeamRandomName(HWTeam*& team, const int &i);
void TeamRandomNames(HWTeam*& team, const bool changeteamname);
void RandomNameByHat(HWTeam*& team, const int &i);
private:
QList<QStringList> TypesTeamnames;
QList<QStringList> TypesHatnames;
bool TypesAvliable;
void TypesLoad();
void DictLoad(const QString filename, QStringList &list);
void HatCfgLoad(const QString hatname, QStringList &list);
};
#endif