mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 09:39:16 +01:00
get rid of // done comments in audiomanager.h
This commit is contained in:
parent
58de524d70
commit
f686065769
@ -96,8 +96,8 @@ public:
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m_nCommentsInBank[i] = 0;
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m_nCommentsInBank[i] = 0;
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m_nActiveBank = 0;
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m_nActiveBank = 0;
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}
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}
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void Add(tPedComment *com); // done
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void Add(tPedComment *com);
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void Process(); // done
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void Process();
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};
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};
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VALIDATE_SIZE(cPedComments, 0x490);
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VALIDATE_SIZE(cPedComments, 0x490);
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@ -251,34 +251,34 @@ public:
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~cAudioManager();
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~cAudioManager();
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// getters
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// getters
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uint32 GetFrameCounter() const { return m_FrameCounter; } // done
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uint32 GetFrameCounter() const { return m_FrameCounter; }
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
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int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
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int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
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int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
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int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
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bool8 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
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bool8 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
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bool8 ShouldDuckMissionAudio(uint8 slot) const;
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bool8 ShouldDuckMissionAudio(uint8 slot) const;
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// "Should" be in alphabetic order, except "getXTalkSfx"
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// "Should" be in alphabetic order, except "getXTalkSfx"
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void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc)
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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); // done
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
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void AddReflectionsToRequestedQueue(); // done
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void AddReflectionsToRequestedQueue();
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void AddReleasingSounds(); // done
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void AddReleasingSounds();
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void AddSampleToRequestedQueue(); // done
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void AddSampleToRequestedQueue();
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void AgeCrimes(); // done (inlined in vc)
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void AgeCrimes(); // inlined in vc
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void CalculateDistance(bool8 &condition, float dist); // done
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void CalculateDistance(bool8 &condition, float dist);
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bool8 CheckForAnAudioFileOnCD() const; // done
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bool8 CheckForAnAudioFileOnCD() const;
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void ClearActiveSamples(); // done
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void ClearActiveSamples();
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void ClearMissionAudio(uint8 slot); // done (inlined in vc)
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void ClearMissionAudio(uint8 slot); // inlined in vc
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void ClearRequestedQueue(); // done (inlined in vc)
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void ClearRequestedQueue(); // inlined in vc
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const;
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int32 ComputePan(float, CVector *); // done
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int32 ComputePan(float, CVector *);
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
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int32 CreateEntity(eAudioType type, void *entity); // done
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int32 CreateEntity(eAudioType type, void *entity);
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void DestroyAllGameCreatedEntities(); // done
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void DestroyAllGameCreatedEntities();
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void DestroyEntity(int32 id); // done (inlined in vc)
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void DestroyEntity(int32 id); // inlined in vc
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void DoPoliceRadioCrackle(); // done
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void DoPoliceRadioCrackle();
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// functions returning talk sfx,
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// functions returning talk sfx,
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// order from GetPedCommentSfx
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// order from GetPedCommentSfx
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@ -379,170 +379,170 @@ public:
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uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
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uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
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// end of functions returning talk sfx
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// end of functions returning talk sfx
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void GenerateIntegerRandomNumberTable(); // done
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void GenerateIntegerRandomNumberTable();
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char *Get3DProviderName(uint8 id) const; // done
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char *Get3DProviderName(uint8 id) const;
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char GetCDAudioDriveLetter() const; // done
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char GetCDAudioDriveLetter() const;
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int8 GetCurrent3DProviderIndex() const; // done
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int8 GetCurrent3DProviderIndex() const;
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int8 AutoDetect3DProviders() const; // done
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int8 AutoDetect3DProviders() const;
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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float GetCollisionOneShotRatio(int32 a, float b) const; // done
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float GetCollisionOneShotRatio(int32 a, float b) const;
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float GetCollisionRatio(float a, float b, float c, float d) const; // done (inlined in vc)
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float GetCollisionRatio(float a, float b, float c, float d) const; // inlined in vc
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float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
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float GetDistanceSquared(const CVector &v) const; // inlined in vc
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int32 GetJumboTaxiFreq() const; // done (inlined in vc)
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int32 GetJumboTaxiFreq() const; // inlined in vc
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
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int8 GetMissionScriptPoliceAudioPlayingStatus() const; // done
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int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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uint8 GetNum3DProvidersAvailable() const; // done
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uint8 GetNum3DProvidersAvailable() const;
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uint32 GetPedCommentSfx(CPed *ped, int32 sound); // done
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uint32 GetPedCommentSfx(CPed *ped, int32 sound);
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void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const; // done
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void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const;
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float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
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float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
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float velocityChange); // done
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float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done
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float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange);
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bool8 HasAirBrakes(int32 model) const; // done
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bool8 HasAirBrakes(int32 model) const;
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void Initialise(); // done
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void Initialise();
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void InitialisePoliceRadio(); // done
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void InitialisePoliceRadio();
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void InitialisePoliceRadioZones(); // done
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void InitialisePoliceRadioZones();
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void InterrogateAudioEntities(); // done (inlined)
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void InterrogateAudioEntities(); // inlined
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bool8 IsAudioInitialised() const; // done
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bool8 IsAudioInitialised() const;
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bool8 IsMissionAudioSampleFinished(uint8 slot); // done
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bool8 IsMissionAudioSampleFinished(uint8 slot);
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bool8 IsMP3RadioChannelAvailable() const; // done
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bool8 IsMP3RadioChannelAvailable() const;
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bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
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bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
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void PlayLoadedMissionAudio(uint8 slot); // done
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void PlayLoadedMissionAudio(uint8 slot);
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void PlayOneShot(int32 index, uint16 sound, float vol); // done
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void PlayOneShot(int32 index, uint16 sound, float vol);
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void PlaySuspectLastSeen(float x, float y, float z); // done
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void PlaySuspectLastSeen(float x, float y, float z);
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void PlayerJustGotInCar() const; // done
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void PlayerJustGotInCar() const;
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void PlayerJustLeftCar() const; // done
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void PlayerJustLeftCar() const;
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void PostInitialiseGameSpecificSetup(); // done
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void PostInitialiseGameSpecificSetup();
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void PostTerminateGameSpecificShutdown(); // done
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void PostTerminateGameSpecificShutdown();
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void PreInitialiseGameSpecificSetup() const; // done
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void PreInitialiseGameSpecificSetup() const;
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void PreloadMissionAudio(uint8 slot, Const char *name); // done
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void PreloadMissionAudio(uint8 slot, Const char *name);
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void PreTerminateGameSpecificShutdown(); // done
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void PreTerminateGameSpecificShutdown();
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/// processX - main logic of adding new sounds
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues(); // done
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void ProcessActiveQueues();
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bool8 ProcessAirBrakes(cVehicleParams& params); // done
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bool8 ProcessAirBrakes(cVehicleParams& params);
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bool8 ProcessBoatEngine(cVehicleParams& params);
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bool8 ProcessBoatEngine(cVehicleParams& params);
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bool8 ProcessBoatMovingOverWater(cVehicleParams& params); //done
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bool8 ProcessBoatMovingOverWater(cVehicleParams& params);
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#ifdef GTA_BRIDGE
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#ifdef GTA_BRIDGE
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void ProcessBridge(); // done(bcs not exists in VC)
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void ProcessBridge();
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void ProcessBridgeMotor(); // done(bcs not exists in VC)
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void ProcessBridgeMotor();
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void ProcessBridgeOneShots(); // done(bcs not exists in VC)
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void ProcessBridgeOneShots();
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void ProcessBridgeWarning(); // done(bcs not exists in VC)
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void ProcessBridgeWarning();
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#endif
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#endif
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bool8 ProcessCarBombTick(cVehicleParams& params); // done
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bool8 ProcessCarBombTick(cVehicleParams& params);
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void ProcessCarHeli(cVehicleParams& params); // done
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void ProcessCarHeli(cVehicleParams& params);
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void ProcessCesna(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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//void ProcessCrane();
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bool8 ProcessEngineDamage(cVehicleParams& params); // done
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bool8 ProcessEngineDamage(cVehicleParams& params);
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void ProcessEntity(int32 sound); // done
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void ProcessEntity(int32 sound);
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void ProcessExplosions(int32 explosion); // done
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void ProcessExplosions(int32 explosion);
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void ProcessFireHydrant(); // done
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void ProcessFireHydrant();
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void ProcessFires(int32 entity); // done
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void ProcessFires(int32 entity);
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void ProcessFrontEnd(); // done
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void ProcessFrontEnd();
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void ProcessGarages(); // done
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void ProcessGarages();
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void ProcessJumbo(cVehicleParams& params); // done
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void ProcessJumbo(cVehicleParams& params);
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void ProcessJumboAccel(CPlane *plane); // done
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void ProcessJumboAccel(CPlane *plane);
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void ProcessJumboDecel(CPlane *plane); // done
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void ProcessJumboDecel(CPlane *plane);
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void ProcessJumboFlying(); // done
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void ProcessJumboFlying();
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void ProcessJumboLanding(CPlane *plane); // done
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void ProcessJumboLanding(CPlane *plane);
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void ProcessJumboTakeOff(CPlane *plane); // done
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void ProcessJumboTakeOff(CPlane *plane);
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void ProcessJumboTaxi(); // done
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void ProcessJumboTaxi();
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void ProcessLoopingScriptObject(uint8 sound); // done
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void ProcessLoopingScriptObject(uint8 sound);
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void ProcessMissionAudio(); // done
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void ProcessMissionAudio();
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void ProcessMissionAudioSlot(uint8 slot); // done
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void ProcessMissionAudioSlot(uint8 slot);
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void ProcessModelHeliVehicle(cVehicleParams& params); // done
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void ProcessModelHeliVehicle(cVehicleParams& params);
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void ProcessModelVehicle(cVehicleParams& params); // done
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void ProcessModelVehicle(cVehicleParams& params);
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void ProcessOneShotScriptObject(uint8 sound); //
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void ProcessOneShotScriptObject(uint8 sound);
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void ProcessPed(CPhysical *ped); // done
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void ProcessPed(CPhysical *ped);
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void ProcessPedOneShots(cPedParams ¶ms); //
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void ProcessPedOneShots(cPedParams ¶ms);
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void ProcessPhysical(int32 id); // done
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void ProcessPhysical(int32 id);
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void ProcessPlane(cVehicleParams& params); // done
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void ProcessPlane(cVehicleParams& params);
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void ProcessPlayerMood(); // done
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void ProcessPlayerMood();
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void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh); // done
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void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh);
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void ProcessProjectiles(); // done
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void ProcessProjectiles();
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void ProcessRainOnVehicle(cVehicleParams& params); // done
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void ProcessRainOnVehicle(cVehicleParams& params);
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void ProcessReverb() const; // done
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void ProcessReverb() const;
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bool8 ProcessReverseGear(cVehicleParams& params); // done
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bool8 ProcessReverseGear(cVehicleParams& params);
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void ProcessScriptObject(int32 id); // done
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void ProcessScriptObject(int32 id);
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void ProcessSpecial(); // done
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void ProcessSpecial();
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#ifdef GTA_TRAIN
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#ifdef GTA_TRAIN
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bool8 ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC)
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bool8 ProcessTrainNoise(cVehicleParams *params);
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#endif
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#endif
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void ProcessVehicle(CVehicle *vehicle); // done
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void ProcessVehicle(CVehicle *vehicle);
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bool8 ProcessVehicleDoors(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleDoors(cVehicleParams ¶ms);
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void ProcessVehicleEngine(cVehicleParams ¶ms); // done
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void ProcessVehicleEngine(cVehicleParams ¶ms);
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void ProcessVehicleFlatTyre(cVehicleParams ¶ms); // done
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void ProcessVehicleFlatTyre(cVehicleParams ¶ms);
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bool8 ProcessVehicleHorn(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleHorn(cVehicleParams ¶ms);
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void ProcessVehicleOneShots(cVehicleParams ¶ms); // done
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void ProcessVehicleOneShots(cVehicleParams ¶ms);
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bool8 ProcessVehicleReverseWarning(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleReverseWarning(cVehicleParams ¶ms);
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms);
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bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms);
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bool8 ProcessVehicleSkidding(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleSkidding(cVehicleParams ¶ms);
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void ProcessWaterCannon(int32); // done
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void ProcessWaterCannon(int32);
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void ProcessWeather(int32 id); // done
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void ProcessWeather(int32 id);
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bool8 ProcessWetRoadNoise(cVehicleParams& params); // done
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bool8 ProcessWetRoadNoise(cVehicleParams& params);
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void ProcessEscalators(); // done
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void ProcessEscalators();
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void ProcessExtraSounds(); // done
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void ProcessExtraSounds();
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int32 RandomDisplacement(uint32 seed) const; // done
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int32 RandomDisplacement(uint32 seed) const;
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void ReacquireDigitalHandle() const; // done
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void ReacquireDigitalHandle() const;
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void ReleaseDigitalHandle() const; // done
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void ReleaseDigitalHandle() const;
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2);
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void ReportCrime(eCrimeType crime, const CVector &pos); // done
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void ReportCrime(eCrimeType crime, const CVector &pos);
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void ResetAudioLogicTimers(uint32 timer); // done
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void ResetAudioLogicTimers(uint32 timer);
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void ResetPoliceRadio(); // done
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void ResetPoliceRadio();
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void ResetTimers(uint32 time); // done
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void ResetTimers(uint32 time);
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void Service(); // done
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void Service();
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void ServiceCollisions(); // done
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void ServiceCollisions();
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void ServicePoliceRadio(); // done
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void ServicePoliceRadio();
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void ServicePoliceRadioChannel(uint8 wantedLevel); // done
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void ServicePoliceRadioChannel(uint8 wantedLevel);
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void ServiceSoundEffects(); // done
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void ServiceSoundEffects();
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int8 SetCurrent3DProvider(uint8 which); // done
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int8 SetCurrent3DProvider(uint8 which);
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void SetDynamicAcousticModelingStatus(bool8 status); // done
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void SetDynamicAcousticModelingStatus(bool8 status);
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void SetEffectsFadeVol(uint8 volume) const; // done
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void SetEffectsFadeVol(uint8 volume) const;
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void SetEffectsMasterVolume(uint8 volume) const; // done
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void SetEffectsMasterVolume(uint8 volume) const;
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void SetMP3BoostVolume(uint8 volume) const; // done
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void SetMP3BoostVolume(uint8 volume) const;
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void SetEntityStatus(int32 id, bool8 status); // done
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void SetEntityStatus(int32 id, bool8 status);
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
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void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done
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void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
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void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
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void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
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void SetMonoMode(bool8 mono); // done
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void SetMonoMode(bool8 mono);
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void SetMusicFadeVol(uint8 volume) const; // done
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void SetMusicFadeVol(uint8 volume) const;
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void SetMusicMasterVolume(uint8 volume) const; // done
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void SetMusicMasterVolume(uint8 volume) const;
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void SetSpeakerConfig(int32 conf) const; // done
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void SetSpeakerConfig(int32 conf) const;
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void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done
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void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
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void SetUpOneShotCollisionSound(const cAudioCollision &col); // done
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void SetUpOneShotCollisionSound(const cAudioCollision &col);
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bool8 SetupCrimeReport(); // done
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bool8 SetupCrimeReport();
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bool8 SetupJumboEngineSound(uint8 vol, uint32 freq); // done
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bool8 SetupJumboEngineSound(uint8 vol, uint32 freq);
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bool8 SetupJumboFlySound(uint8 emittingVol); // done
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bool8 SetupJumboFlySound(uint8 emittingVol);
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bool8 SetupJumboRumbleSound(uint8 emittingVol); // done
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bool8 SetupJumboRumbleSound(uint8 emittingVol);
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bool8 SetupJumboTaxiSound(uint8 vol); // done
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bool8 SetupJumboTaxiSound(uint8 vol);
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bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
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bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
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void SetupPedComments(cPedParams ¶ms, uint16 sound); // done
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void SetupPedComments(cPedParams ¶ms, uint16 sound);
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void SetupSuspectLastSeenReport();
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void SetupSuspectLastSeenReport();
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void Terminate(); // done
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void Terminate();
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void TranslateEntity(Const CVector *v1, CVector *v2) const; // done
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void TranslateEntity(Const CVector *v1, CVector *v2) const;
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void UpdateGasPedalAudio(CVehicle *veh, int vehType); // done
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void UpdateGasPedalAudio(CVehicle *veh, int vehType);
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void UpdateReflections(); // done
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void UpdateReflections();
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bool8 UsesReverseWarning(int32 model) const; // done
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bool8 UsesReverseWarning(int32 model) const;
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bool8 UsesSiren(cVehicleParams ¶ms) const; // done
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bool8 UsesSiren(cVehicleParams ¶ms) const;
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bool8 UsesSirenSwitching(cVehicleParams ¶ms) const; // done
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bool8 UsesSirenSwitching(cVehicleParams ¶ms) const;
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CVehicle *FindVehicleOfPlayer(); // done
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CVehicle *FindVehicleOfPlayer();
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void SetPedTalkingStatus(CPed *ped, bool8 status); // done
|
void SetPedTalkingStatus(CPed *ped, bool8 status);
|
||||||
void SetPlayersMood(uint8 mood, uint32 time); // done
|
void SetPlayersMood(uint8 mood, uint32 time);
|
||||||
|
|
||||||
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
|
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
|
||||||
|
|
||||||
#ifdef GTA_PC
|
#ifdef GTA_PC
|
||||||
// only used in pc
|
// only used in pc
|
||||||
void AdjustSamplesVolume(); // done (inlined)
|
void AdjustSamplesVolume(); // inlined
|
||||||
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // done (inlined)
|
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // inlined
|
||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user