Cleanup audio code + fixes for review

This commit is contained in:
Filip Gawin
2020-02-28 18:34:39 +01:00
parent c88c2115e2
commit 337924c794
4 changed files with 199 additions and 332 deletions

View File

@ -1,27 +1,29 @@
#include "common.h"
#include "patcher.h"
#include "main.h"
#include "Pickups.h"
#include "Camera.h"
#include "Entity.h"
#include "Timer.h"
#include "Shadows.h"
#include "Coronas.h"
#include "World.h"
#include "ModelIndices.h"
#include "PlayerPed.h"
#include "Object.h"
#include "Pools.h"
#include "Pad.h"
#include "Script.h"
#include "Darkel.h"
#include "Garages.h"
#include "Entity.h"
#include "Explosion.h"
#include "WaterLevel.h"
#include "SpecialFX.h"
#include "PointLights.h"
#include "Sprite.h"
#include "Font.h"
#include "Garages.h"
#include "General.h"
#include "ModelIndices.h"
#include "Object.h"
#include "Pad.h"
#include "Pickups.h"
#include "PlayerPed.h"
#include "PointLights.h"
#include "Pools.h"
#include "Script.h"
#include "Shadows.h"
#include "SpecialFX.h"
#include "Sprite.h"
#include "Timer.h"
#include "WaterLevel.h"
#include "World.h"
CPickup(&CPickups::aPickUps)[NUMPICKUPS] = *(CPickup(*)[NUMPICKUPS])*(uintptr*)0x878C98;
int16 CPickups::NumMessages;// = *(int16*)0x95CC98;
@ -693,7 +695,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
CVector &pos = entity->GetPosition();
float colorModifier = ((double)(rand() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
float colorModifier = ((CGeneral::GetRandomNumber() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
CShadows::StoreStaticShadow(
(uintptr)entity,
SHADOWTYPE_ADDITIVE,
@ -704,9 +706,9 @@ CPickups::DoPickUpEffects(CEntity *entity)
aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
4.0f, 1.0f, 40.0f, false, 0.0f);
float radius = (rand() & 0xF) * 0.1f + 3.0f;
float radius = (CGeneral::GetRandomNumber() & 0xF) * 0.1f + 3.0f;
CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
float size = (rand() & 0xF) * 0.0005f + 0.6f;
float size = (CGeneral::GetRandomNumber() & 0xF) * 0.0005f + 0.6f;
CCoronas::RegisterCorona( (uintptr)entity,
aWeaponReds[colorId] * modifiedSin / 2.0f, aWeaponGreens[colorId] * modifiedSin / 2.0f, aWeaponBlues[colorId] * modifiedSin / 2.0f,
255,