AudioLogic type fixes and reordering (before peds)

This commit is contained in:
Sergeanur 2021-07-28 00:41:34 +03:00
parent 9dbaa7a77f
commit 16f892b667
2 changed files with 513 additions and 514 deletions

File diff suppressed because it is too large Load diff

View file

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