return bridge, crane and fix structures in fluff.h

This commit is contained in:
Roman Masanin
2020-09-26 21:07:51 +03:00
parent 356c50ec1e
commit 4c220b1f95
2 changed files with 22 additions and 5 deletions

View File

@ -366,12 +366,26 @@ cAudioManager::ProcessEntity(int32 id)
ProcessWeather(id);
}
break;
/* case AUDIOTYPE_CRANE:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessCrane();
}
break;*/
case AUDIOTYPE_SCRIPTOBJECT:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessScriptObject(id);
}
break;
#ifdef GTA_BRIDGE
case AUDIOTYPE_BRIDGE:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessBridge();
}
break;
#endif
case AUDIOTYPE_FRONTEND:
m_sQueueSample.m_bReverbFlag = false;
ProcessFrontEnd();
@ -4973,9 +4987,9 @@ cAudioManager::ProcessEscalators()
float distance;
for (int i = 0; i < CEscalators::NumEscalators; i++) {
if (!CEscalators::aEscalators[i].m_bIsActive)
if (!CEscalators::GetEscalator(i).IsActive())
continue;
m_sQueueSample.m_vecPos = CEscalators::aEscalators[i].m_midPoint;
m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition();
distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distance < SQR(SOUND_INTENSITY)) {
if (distance > 0.0f)