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Fix comments
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@ -512,7 +512,7 @@ cAudioManager::ComputePan(float dist, CVector *vec)
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return Min(107, PanTable[index] + 63);
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}
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int32
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uint32
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cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier)
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{
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uint32 newFreq = oldFreq;
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@ -267,7 +267,7 @@ public:
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance);
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void TranslateEntity(Const CVector *v1, CVector *v2);
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int32 ComputePan(float, CVector *);
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int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier); // inlined on PS2
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier); // inlined on PS2
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int32 RandomDisplacement(uint32 seed);
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void InterrogateAudioEntities(); // inlined on PS2
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void AddSampleToRequestedQueue();
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@ -300,14 +300,14 @@ public:
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void ProcessSpecial();
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void ProcessEntity(int32 sound);
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void ProcessPhysical(int32 id);
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// vehicles
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void ProcessVehicle(CVehicle *vehicle);
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void ProcessRainOnVehicle(cVehicleParams ¶ms);
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bool8 ProcessReverseGear(cVehicleParams ¶ms);
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void ProcessModelCarEngine(cVehicleParams ¶ms);
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms);
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bool8 ProcessWetRoadNoise(cVehicleParams ¶ms);
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// vehicles
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void ProcessVehicleEngine(cVehicleParams ¶ms);
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void UpdateGasPedalAudio(CAutomobile *automobile); // inlined on PS2
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void PlayerJustGotInCar();
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@ -317,7 +317,7 @@ public:
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void ProcessPlayersVehicleEngine(cVehicleParams ¶ms, CAutomobile *automobile);
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bool8 ProcessVehicleSkidding(cVehicleParams ¶ms);
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float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange); // was in .h on PS2
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange); // inlined on PS2
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void ProcessVehicleHorn(cVehicleParams ¶ms);
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bool8 UsesSiren(uint32 model); // inlined on PS2
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bool8 UsesSirenSwitching(uint32 model); // inlined on PS2
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