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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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AudioLogic type fixes and reordering (before peds)
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@ -260,7 +260,7 @@ public:
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// "Should" be in alphabetic order, except "getXTalkSfx"
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void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
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void AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
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void AddReflectionsToRequestedQueue();
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void AddReleasingSounds();
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void AddSampleToRequestedQueue();
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@ -387,8 +387,8 @@ public:
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c); // not used
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float GetCollisionOneShotRatio(int32 a, float b);
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float GetCollisionRatio(float a, float b, float c, float d); // inlined in vc
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float GetDistanceSquared(const CVector &v) const; // inlined in vc
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int32 GetJumboTaxiFreq() const; // inlined in vc
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float GetDistanceSquared(const CVector &v); // inlined in vc
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int32 GetJumboTaxiFreq(); // inlined in vc
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
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int8 GetMissionScriptPoliceAudioPlayingStatus();
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uint8 GetNum3DProvidersAvailable();
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@ -398,7 +398,7 @@ public:
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float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange);
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bool8 HasAirBrakes(int32 model) const;
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bool8 HasAirBrakes(uint32 model);
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void Initialise();
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void InitialisePoliceRadio();
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@ -415,11 +415,11 @@ public:
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void PlayLoadedMissionAudio(uint8 slot);
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void PlayOneShot(int32 index, uint16 sound, float vol);
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void PlaySuspectLastSeen(float x, float y, float z);
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void PlayerJustGotInCar() const;
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void PlayerJustLeftCar() const;
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void PlayerJustGotInCar();
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void PlayerJustLeftCar();
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void PostInitialiseGameSpecificSetup();
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void PostTerminateGameSpecificShutdown();
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void PreInitialiseGameSpecificSetup() const;
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void PreInitialiseGameSpecificSetup();
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void PreloadMissionAudio(uint8 slot, Const char *name);
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void PreTerminateGameSpecificShutdown();
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/// processX - main logic of adding new sounds
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@ -465,12 +465,12 @@ public:
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void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh);
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void ProcessProjectiles();
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void ProcessRainOnVehicle(cVehicleParams& params);
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void ProcessReverb() const;
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void ProcessReverb();
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bool8 ProcessReverseGear(cVehicleParams& params);
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void ProcessScriptObject(int32 id);
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void ProcessSpecial();
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#ifdef GTA_TRAIN
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bool8 ProcessTrainNoise(cVehicleParams *params);
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bool8 ProcessTrainNoise(cVehicleParams ¶ms);
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#endif
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void ProcessVehicle(CVehicle *vehicle);
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bool8 ProcessVehicleDoors(cVehicleParams ¶ms);
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@ -531,9 +531,9 @@ public:
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void UpdateGasPedalAudio(CVehicle *veh, int vehType);
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void UpdateReflections();
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bool8 UsesReverseWarning(int32 model) const;
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bool8 UsesSiren(cVehicleParams ¶ms) const;
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bool8 UsesSirenSwitching(cVehicleParams ¶ms) const;
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bool8 UsesReverseWarning(uint32 model);
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bool8 UsesSiren(cVehicleParams ¶ms);
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bool8 UsesSirenSwitching(cVehicleParams ¶ms);
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CVehicle *FindVehicleOfPlayer();
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void SetPedTalkingStatus(CPed *ped, bool8 status);
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