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pointers into referencies!
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@ -401,28 +401,27 @@ public:
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void PreTerminateGameSpecificShutdown(); // done
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues(); // done
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bool ProcessAirBrakes(cVehicleParams *params); // done
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bool ProcessBoatEngine(cVehicleParams *params);
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bool ProcessBoatMovingOverWater(cVehicleParams *params);
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bool ProcessAirBrakes(cVehicleParams& params); // done
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bool ProcessBoatEngine(cVehicleParams& params);
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bool ProcessBoatMovingOverWater(cVehicleParams& params);
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#ifdef GTA_BRIDGE
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void ProcessBridge(); // done(bcs not exists in VC)
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void ProcessBridgeMotor(); // done(bcs not exists in VC)
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void ProcessBridgeOneShots(); // done(bcs not exists in VC)
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void ProcessBridgeWarning(); // done(bcs not exists in VC)
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#endif
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bool ProcessCarBombTick(cVehicleParams *params); // done
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void ProcessCesna(cVehicleParams *params); //
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bool ProcessCarBombTick(cVehicleParams& params); // done
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void ProcessCarHeli(cVehicleParams& params); // done
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void ProcessCesna(cVehicleParams& params); //
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//void ProcessCrane(); // done(bcs not exists in VC)
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bool ProcessEngineDamage(cVehicleParams *params); // done
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bool ProcessEngineDamage(cVehicleParams& params); // done
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void ProcessEntity(int32 sound); // done
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void ProcessExplosions(int32 explosion); // done
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void ProcessFireHydrant(); // done
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void ProcessFires(int32 entity); // done
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void ProcessFrontEnd(); // done
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void ProcessGarages(); //
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void ProcessCarHeli(cVehicleParams* params); // done
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void ProcessVehicleFlatTyre(cVehicleParams* params); // done
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void ProcessJumbo(cVehicleParams *); // done
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void ProcessJumbo(cVehicleParams& params); // done
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void ProcessJumboAccel(CPlane *plane); // done
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void ProcessJumboDecel(CPlane *plane); // done
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void ProcessJumboFlying(); // done
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@ -432,37 +431,37 @@ public:
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void ProcessLoopingScriptObject(uint8 sound); //
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void ProcessMissionAudio(); //
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void ProcessMissionAudioSlot(uint8 slot); //
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void ProcessModelHeliVehicle(cVehicleParams* params); // done
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void ProcessModelVehicle(cVehicleParams *params); // done
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void ProcessModelHeliVehicle(cVehicleParams& params); // done
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void ProcessModelVehicle(cVehicleParams& params); // done
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void ProcessOneShotScriptObject(uint8 sound); //
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void ProcessPed(CPhysical *ped); // done
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void ProcessPedOneShots(cPedParams *params); //
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void ProcessPhysical(int32 id); // done
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void ProcessPlane(cVehicleParams *params); // done
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void ProcessPlane(cVehicleParams& params); // done
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void ProcessPlayerMood(); // done
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void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh); // done
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void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh); // done
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void ProcessProjectiles(); // done
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void ProcessRainOnVehicle(cVehicleParams *params); // done
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void ProcessRainOnVehicle(cVehicleParams& params); // done
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void ProcessReverb() const; // done
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bool ProcessReverseGear(cVehicleParams *params); // done
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bool ProcessReverseGear(cVehicleParams& params); // done
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void ProcessScriptObject(int32 id); // done
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void ProcessSpecial(); // done
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#ifdef GTA_TRAIN
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bool ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC)
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#endif
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void ProcessVehicle(CVehicle *vehicle); // done
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bool ProcessVehicleDoors(cVehicleParams *params); // done
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void ProcessVehicleEngine(cVehicleParams *params); // done
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
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bool ProcessVehicleHorn(cVehicleParams *params); // done
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void ProcessVehicleOneShots(cVehicleParams *params); // done
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bool ProcessVehicleReverseWarning(cVehicleParams *params); // done
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bool ProcessVehicleRoadNoise(cVehicleParams *params); // done
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); // done
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bool ProcessVehicleSkidding(cVehicleParams *params); // done
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bool ProcessVehicleDoors(cVehicleParams& params); // done
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void ProcessVehicleEngine(cVehicleParams& params); // done
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void ProcessVehicleFlatTyre(cVehicleParams& params); // done
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bool ProcessVehicleHorn(cVehicleParams& params); // done
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void ProcessVehicleOneShots(cVehicleParams& params); // done
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bool ProcessVehicleReverseWarning(cVehicleParams& params); // done
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bool ProcessVehicleRoadNoise(cVehicleParams& params); // done
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bool ProcessVehicleSirenOrAlarm(cVehicleParams& params); // done
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bool ProcessVehicleSkidding(cVehicleParams& params); // done
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void ProcessWaterCannon(int32); // done
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void ProcessWeather(int32 id); // done
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bool ProcessWetRoadNoise(cVehicleParams *params); // done
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bool ProcessWetRoadNoise(cVehicleParams& params); // done
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void ProcessEscalators(); // done
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void ProcessExtraSounds(); // done
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@ -507,10 +506,11 @@ public:
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void Terminate(); //done
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void TranslateEntity(Const CVector *v1, CVector *v2) const; //done
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
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void UpdateReflections(); //done
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bool UsesReverseWarning(int32 model) const; //done
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bool UsesSiren(cVehicleParams *params) const; //done
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bool UsesSirenSwitching(cVehicleParams* params) const; //done
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bool UsesSiren(cVehicleParams& params) const; //done
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bool UsesSirenSwitching(cVehicleParams& params) const; //done
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CVehicle *FindVehicleOfPlayer(); //done
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void SetPedTalkingStatus(CPed *ped, uint8 status);
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@ -381,7 +381,7 @@ private:
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public:
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static void RemoveThisPed(CPed* pPed);
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static uint32* GetLastMissionPassedTime() { return &LastMissionPassedTime; }
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static uint32& GetLastMissionPassedTime() { return LastMissionPassedTime; }
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#ifdef MISSION_SWITCHER
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static void SwitchToMission(int32 mission);
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#endif
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