miamification of some audio structs

This commit is contained in:
Sergeanur
2020-06-08 14:29:55 +03:00
parent 65032389a4
commit 8cd87236c9
6 changed files with 59 additions and 26 deletions

View File

@ -84,9 +84,6 @@ void CCranes::AddThisOneCrane(CEntity* pEntity)
pCrane->m_nTimeForNextCheck = 0;
pCrane->m_nCraneState = CCrane::IDLE;
pCrane->m_bWasMilitaryCrane = false;
pCrane->m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[NumCranes]);
if (pCrane->m_nAudioEntity >= 0)
DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, 1);
pCrane->m_bIsTop = (MODELID_CRANE_1 != pEntity->GetModelIndex());
#if 0
// Is this used to avoid military crane?
@ -669,11 +666,11 @@ void CCranes::Load(uint8* buf, uint32 size)
if (pCrane->m_pVehiclePickedUp != nil)
pCrane->m_pVehiclePickedUp = CPools::GetVehiclePool()->GetSlot((uintptr)pCrane->m_pVehiclePickedUp - 1);
}
for (int i = 0; i < NUM_CRANES; i++) {
/*for (int i = 0; i < NUM_CRANES; i++) {
aCranes[i].m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[i]);
if (aCranes[i].m_nAudioEntity != 0)
DMAudio.SetEntityStatus(aCranes[i].m_nAudioEntity, 1);
}
}*/
VALIDATESAVEBUF(size);
}