;=== PCC II Resource Index ===
;
;  Syntax is
;    item = file name
;  items are
;    s.foo = sounds
;    g.foo = graphics
;    f.foo = fonts
;  Names are relative to the resource directory resp. the "dir:" entries
;  from cc-res.cfg.
;
;  When PCC II needs an item which is not there, it attempts a blind
;  guess from the item name: the prefixes turn into a set of extensions,
;  dots turn into slashes, hence PCC opens `vcr/torpedo.gfx' when asked
;  for `g.vcr.torpedo'. When an item ending in a number can't be opened,
;  PCC tries without the number (i.e. `g.vcr.ftr10' is tried as `g.vcr.ftr'
;  it it can't be opened).
;

;----- VCR Sounds ------
; "s.vcr.beamN" is used when a type-N beam fires ("s.vcr.beam0" for fighters).
; "s.vcr.beam" is used when no value defined for this beam.
; The default sounds assume you have Winplan; right now we only include
; "zap.wav" and "expl-*.wav".
s.vcr.beam    = wav/zap.wav
s.vcr.beam0   = wav/ffire3.wav
s.vcr.beam1   = wav/ffire4.wav
s.vcr.beam2   = wav/ffire4.wav
s.vcr.beam8   = wav/weapon2.wav
s.vcr.beam9   = wav/laser.wav
s.vcr.beam10  = wav/laser.wav
s.vcr.tlaun   = wav/photon1.wav
s.vcr.bang    = wav/expl-big.wav
s.vcr.bangf   = wav/expl-small.wav
s.vcr.damaged = wav/expl-small.wav
s.vcr.thit    = wav/hit.wav

; s.vcr.flaun = fighter launch

;--- VCR Graphics
g.vcr.bg      = vcrbg.jpg
;g.vcr.bg = ../../spaceimg/m8_barba-640x480.png.1

; g.vcr.planet
; g.vcr.ship
; g.vcr.ftr[1..11]
; g.vcr.torpedo

g.planet = vcr/planet.gfx
