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Merge branch 'master' into ps2menu
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@ -75,7 +75,18 @@ public:
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uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
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uint8 m_nActiveBank;
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cPedComments();
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cPedComments()
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{
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for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++)
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for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) {
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m_asPedComments[j][i].m_nProcess = -1;
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m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS;
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}
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for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++)
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m_nCommentsInBank[i] = 0;
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m_nActiveBank = 0;
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}
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void Add(tPedComment *com);
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void Process();
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};
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@ -202,11 +213,11 @@ public:
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
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int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
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int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
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bool IsMissionAudioPlaying() const { return m_sMissionAudio.m_nPlayStatus == 1; }
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bool IsMissionAudioSamplePlaying() const { return m_sMissionAudio.m_nPlayStatus == 1; }
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// "Should" be in alphabetic order, except "getXTalkSfx"
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void AddDetailsToRequestedOrderList(uint8 sample);
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 unk1,
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank,
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uint8 counter, bool notLooping);
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void AddReflectionsToRequestedQueue();
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void AddReleasingSounds();
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@ -222,11 +233,10 @@ public:
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float speedMultiplier) const;
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int32 ComputePan(float, CVector *);
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
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int32 CreateEntity(int32 type, void *entity);
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int32 CreateEntity(eAudioType type, void *entity);
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void DestroyAllGameCreatedEntities();
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void DestroyEntity(int32 id);
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void DoJumboVolOffset() const;
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void DoPoliceRadioCrackle();
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// functions returning talk sfx,
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@ -318,7 +328,7 @@ public:
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float GetCollisionRatio(float a, float b, float c, float d) const;
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float GetDistanceSquared(const CVector &v) const;
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int32 GetJumboTaxiFreq() const;
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bool GetMissionAudioLoadingStatus() const;
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uint8 GetMissionAudioLoadingStatus() const;
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int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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uint8 GetNum3DProvidersAvailable() const;
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int32 GetPedCommentSfx(CPed *ped, int32 sound);
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@ -348,7 +358,7 @@ public:
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void PostInitialiseGameSpecificSetup();
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void PostTerminateGameSpecificShutdown();
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void PreInitialiseGameSpecificSetup() const;
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void PreloadMissionAudio(const char *name);
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void PreloadMissionAudio(Const char *name);
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void PreTerminateGameSpecificShutdown();
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues();
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@ -410,7 +420,7 @@ public:
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void ProcessVehicleOneShots(cVehicleParams *params);
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bool ProcessVehicleReverseWarning(cVehicleParams *params);
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bool ProcessVehicleRoadNoise(cVehicleParams *params);
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void ProcessVehicleSirenOrAlarm(cVehicleParams *params);
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
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void ProcessVehicleSkidding(cVehicleParams *params);
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void ProcessWaterCannon(int32);
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void ProcessWeather(int32 id);
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@ -464,11 +474,11 @@ public:
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bool UsesSiren(int32 model) const;
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bool UsesSirenSwitching(int32 model) const;
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#ifdef GTA_PC
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// only used in pc
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void AdjustSamplesVolume();
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist);
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void DebugShit();
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#endif
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};
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#ifdef AUDIO_MSS
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