Ped, Weapon and fixes

This commit is contained in:
eray orçunus
2020-06-17 21:24:59 +03:00
parent e9d5d42ea9
commit e44704dc82
8 changed files with 329 additions and 238 deletions

View File

@ -3215,7 +3215,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bRequireReflection = true;
}
break;
case SOUND_FIGHT_PUNCH_33:
case SOUND_FIGHT_37:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3235,7 +3235,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_KICK_34:
case SOUND_FIGHT_38:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3255,7 +3255,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_HEADBUTT_35:
case SOUND_FIGHT_39:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3275,7 +3275,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_36:
case SOUND_FIGHT_40:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3295,7 +3295,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_37:
case SOUND_FIGHT_41:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3315,7 +3315,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_CLOSE_PUNCH_38:
case SOUND_FIGHT_42:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3335,7 +3335,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_39:
case SOUND_FIGHT_43:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3355,7 +3355,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40:
case SOUND_FIGHT_44:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3375,7 +3375,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_41:
case SOUND_FIGHT_45:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3395,7 +3395,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_FROM_BEHIND_42:
case SOUND_FIGHT_46:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3415,7 +3415,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_KNEE_OR_KICK_43:
case SOUND_FIGHT_47:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3435,7 +3435,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_KICK_44:
case SOUND_FIGHT_48:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;

View File

@ -39,21 +39,21 @@ enum eSound : uint16
SOUND_STEP_END,
SOUND_FALL_LAND,
SOUND_FALL_COLLAPSE,
SOUND_FIGHT_PUNCH_33,
SOUND_FIGHT_KICK_34,
SOUND_FIGHT_HEADBUTT_35,
SOUND_FIGHT_PUNCH_36,
SOUND_FIGHT_PUNCH_37,
SOUND_FIGHT_CLOSE_PUNCH_38,
SOUND_FIGHT_PUNCH_39,
SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40,
SOUND_FIGHT_PUNCH_41,
SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
SOUND_FIGHT_KNEE_OR_KICK_43,
SOUND_FIGHT_KICK_44,
SOUND_FIGHT_37,
SOUND_FIGHT_38,
SOUND_FIGHT_39,
SOUND_FIGHT_40,
SOUND_FIGHT_41,
SOUND_FIGHT_42,
SOUND_FIGHT_43,
SOUND_FIGHT_44,
SOUND_FIGHT_45,
SOUND_FIGHT_46,
SOUND_FIGHT_47,
SOUND_FIGHT_48,
SOUND_49,
SOUND_WEAPON_BAT_ATTACK,
SOUND_WEAPON_UNK_MELEE_ATTACK,
SOUND_WEAPON_KNIFE_ATTACK,
SOUND_WEAPON_CHAINSAW_ATTACK,
SOUND_WEAPON_CHAINSAW_IDLE,
SOUND_WEAPON_CHAINSAW_MADECONTACT,