Cleanup police radio
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@ -4,9 +4,8 @@
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#include "DMAudio.h"
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#include "DMAudio.h"
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#include "common.h"
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#include "common.h"
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class tActiveSample
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struct tActiveSample
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{
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{
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public:
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int32 m_nEntityIndex;
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int32 m_nEntityIndex;
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int32 m_counter;
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int32 m_counter;
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int32 m_nSampleIndex;
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int32 m_nSampleIndex;
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@ -76,9 +75,8 @@ enum eAudioType : int32 {
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class CPhysical;
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class CPhysical;
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class CAutomobile;
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class CAutomobile;
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class tAudioEntity
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struct tAudioEntity
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{
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{
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public:
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eAudioType m_nType;
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eAudioType m_nType;
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void *m_pEntity;
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void *m_pEntity;
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bool m_bIsUsed;
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bool m_bIsUsed;
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@ -94,9 +92,8 @@ public:
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static_assert(sizeof(tAudioEntity) == 40, "tAudioEntity: error");
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static_assert(sizeof(tAudioEntity) == 40, "tAudioEntity: error");
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class tPedComment
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struct tPedComment
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{
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{
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public:
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int32 m_nSampleIndex;
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int32 m_nSampleIndex;
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int32 m_entityIndex;
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int32 m_entityIndex;
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CVector m_vecPos;
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CVector m_vecPos;
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@ -445,8 +442,8 @@ public:
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; /// ok
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; /// ok
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void PlayLoadedMissionAudio(); /// ok
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void PlayLoadedMissionAudio(); /// ok
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void PlayOneShot(int32 index, int16 sound, float vol); // to do (need testing)
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void PlayOneShot(int32 index, int16 sound, float vol); /// ok
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void PlaySuspectLastSeen(float x, float y, float z); // todo cleanup and hook
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void PlaySuspectLastSeen(float x, float y, float z); /// ok
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void PlayerJustGotInCar() const; /// ok
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void PlayerJustGotInCar() const; /// ok
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void PlayerJustLeftCar() const; /// ok
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void PlayerJustLeftCar() const; /// ok
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void PostInitialiseGameSpecificSetup(); /// ok
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void PostInitialiseGameSpecificSetup(); /// ok
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@ -551,14 +548,14 @@ public:
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void SetSpeakerConfig(int32 conf) const;
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void SetSpeakerConfig(int32 conf) const;
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void SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter); /// ok
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void SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter); /// ok
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void SetUpOneShotCollisionSound(cAudioCollision *col); /// ok
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void SetUpOneShotCollisionSound(cAudioCollision *col); /// ok
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bool SetupCrimeReport(); // todo cleanup and hook
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bool SetupCrimeReport(); /// ok
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bool SetupJumboEngineSound(uint8 a2, int32 a3); // todo
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bool SetupJumboEngineSound(uint8 a2, int32 a3); // todo
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bool SetupJumboFlySound(uint8 emittingVol); /// ok
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bool SetupJumboFlySound(uint8 emittingVol); /// ok
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bool SetupJumboRumbleSound(uint8 emittingVol); /// ok
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bool SetupJumboRumbleSound(uint8 emittingVol); /// ok
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bool SetupJumboTaxiSound(uint8 vol); /// ok
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bool SetupJumboTaxiSound(uint8 vol); /// ok
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bool SetupJumboWhineSound(uint8 emittingVol, int32 freq); /// ok
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bool SetupJumboWhineSound(uint8 emittingVol, int32 freq); /// ok
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void SetupPedComments(cPedParams *params, uint32 sound); /// ok
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void SetupPedComments(cPedParams *params, uint32 sound); /// ok
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void SetupSuspectLastSeenReport(); // todo cleanup and hook
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void SetupSuspectLastSeenReport(); /// ok
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void Terminate();
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void Terminate();
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void TranslateEntity(CVector *v1, CVector *v2) const;
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void TranslateEntity(CVector *v1, CVector *v2) const;
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