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Use bool8 in audio code
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25 changed files with 1348 additions and 1350 deletions
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@ -13,7 +13,7 @@ public:
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int32 m_nCounter;
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int32 m_nSampleIndex;
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uint8 m_nBankIndex;
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bool m_bIs2D;
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bool8 m_bIs2D;
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int32 m_nReleasingVolumeModificator;
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uint32 m_nFrequency;
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uint8 m_nVolume;
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@ -24,16 +24,16 @@ public:
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uint8 m_nEmittingVolume;
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float m_fSpeedMultiplier;
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float m_fSoundIntensity;
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bool m_bReleasingSoundFlag;
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bool8 m_bReleasingSoundFlag;
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CVector m_vecPos;
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bool m_bReverbFlag;
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bool8 m_bReverbFlag;
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uint8 m_nLoopsRemaining;
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bool m_bRequireReflection; // Used for oneshots
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bool8 m_bRequireReflection; // Used for oneshots
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uint8 m_nOffset;
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uint8 field_4C;
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int32 m_nReleasingVolumeDivider;
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bool m_bIsProcessed;
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bool m_bLoopEnded;
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bool8 m_bIsProcessed;
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bool8 m_bLoopEnded;
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int32 m_nCalculatedVolume;
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int8 m_nVolumeChange;
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};
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@ -48,7 +48,7 @@ class tAudioEntity
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public:
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eAudioType m_nType;
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void *m_pEntity;
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bool m_bIsUsed;
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bool8 m_bIsUsed;
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uint8 m_bStatus;
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int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
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float m_afVolume[NUM_AUDIOENTITY_EVENTS];
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@ -78,7 +78,7 @@ public:
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uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
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uint8 m_nActiveBank;
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#ifdef GTA_PC
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bool m_bDelay;
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bool8 m_bDelay;
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uint32 m_nDelayTimer;
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#endif
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@ -110,14 +110,14 @@ class cMissionAudio
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{
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public:
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CVector m_vecPos[MISSION_AUDIO_SLOTS];
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bool m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
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bool8 m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
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int32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
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uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
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uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
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bool m_bIsPlaying[MISSION_AUDIO_SLOTS];
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bool8 m_bIsPlaying[MISSION_AUDIO_SLOTS];
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int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
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bool m_bIsPlayed[MISSION_AUDIO_SLOTS];
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bool m_bIsMobile[MISSION_AUDIO_SLOTS];
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bool8 m_bIsPlayed[MISSION_AUDIO_SLOTS];
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bool8 m_bIsMobile[MISSION_AUDIO_SLOTS];
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};
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VALIDATE_SIZE(cMissionAudio, 0x38);
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@ -141,7 +141,7 @@ class CPed;
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class cPedParams
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{
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public:
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bool m_bDistanceCalculated;
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bool8 m_bDistanceCalculated;
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float m_fDistance;
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CPed *m_pPed;
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@ -157,7 +157,7 @@ class cVehicleParams
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{
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public:
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int32 m_VehicleType;
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bool m_bDistanceCalculated;
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bool8 m_bDistanceCalculated;
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float m_fDistance;
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CVehicle *m_pVehicle;
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cTransmission *m_pTransmission;
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@ -193,15 +193,15 @@ enum {
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class cAudioManager
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{
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public:
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bool m_bIsInitialised;
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bool8 m_bIsInitialised;
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uint8 m_bReverb; // unused
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bool m_bFifthFrameFlag;
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bool8 m_bFifthFrameFlag;
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uint8 m_nActiveSamples;
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uint8 field_4; // unused
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bool m_bDynamicAcousticModelingStatus;
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bool8 m_bDynamicAcousticModelingStatus;
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int8 field_6;
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float m_fSpeedOfSound;
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bool m_bTimerJustReset;
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bool8 m_bTimerJustReset;
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int32 m_nTimer;
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tSound m_sQueueSample;
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uint8 m_nActiveSampleQueue;
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@ -217,11 +217,11 @@ public:
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cAudioScriptObjectManager m_sAudioScriptObjectManager;
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// miami
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uint8 m_bIsPlayerShutUp;
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bool8 m_bIsPlayerShutUp;
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uint8 m_nPlayerMood;
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uint32 m_nPlayerMoodTimer;
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uint8 field_rest[4];
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bool m_bGenericSfx;
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bool8 m_bGenericSfx;
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cPedComments m_sPedComments;
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int32 m_nFireAudioEntity;
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@ -253,19 +253,19 @@ public:
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
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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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bool IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
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bool ShouldDuckMissionAudio(uint8 slot) const;
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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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// "Should" be in alphabetic order, except "getXTalkSfx"
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void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc)
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool notLooping); // done
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping); // done
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void AddReflectionsToRequestedQueue(); // done
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void AddReleasingSounds(); // done
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void AddSampleToRequestedQueue(); // done
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void AgeCrimes(); // done (inlined in vc)
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void CalculateDistance(bool &condition, float dist); // done
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bool CheckForAnAudioFileOnCD() const; // done
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void CalculateDistance(bool8 &condition, float dist); // done
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bool8 CheckForAnAudioFileOnCD() const; // done
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void ClearActiveSamples(); // done
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void ClearMissionAudio(uint8 slot); // done (inlined in vc)
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void ClearRequestedQueue(); // done (inlined in vc)
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@ -382,7 +382,7 @@ public:
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void GenerateIntegerRandomNumberTable(); // done
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char *Get3DProviderName(uint8 id) const; // done
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uint8 GetCDAudioDriveLetter() const; // done
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char GetCDAudioDriveLetter() const; // done
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int8 GetCurrent3DProviderIndex() const; // done
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int8 AutoDetect3DProviders() const; // done
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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@ -399,17 +399,17 @@ public:
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float velocityChange); // done
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float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done
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bool HasAirBrakes(int32 model) const; // done
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bool8 HasAirBrakes(int32 model) const; // done
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void Initialise(); // done
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void InitialisePoliceRadio(); // done
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void InitialisePoliceRadioZones(); // done
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void InterrogateAudioEntities(); // done (inlined)
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bool IsAudioInitialised() const; // done
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bool IsMissionAudioSampleFinished(uint8 slot); // done
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bool IsMP3RadioChannelAvailable() const; // done
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bool8 IsAudioInitialised() const; // done
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bool8 IsMissionAudioSampleFinished(uint8 slot); // done
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bool8 IsMP3RadioChannelAvailable() const; // done
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
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bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
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void PlayLoadedMissionAudio(uint8 slot); // done
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void PlayOneShot(int32 index, uint16 sound, float vol); // done
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@ -423,20 +423,20 @@ 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); //done
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bool8 ProcessAirBrakes(cVehicleParams& params); // done
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bool8 ProcessBoatEngine(cVehicleParams& params);
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bool8 ProcessBoatMovingOverWater(cVehicleParams& params); //done
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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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bool8 ProcessCarBombTick(cVehicleParams& params); // done
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void ProcessCarHeli(cVehicleParams& params); // done
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void ProcessCesna(cVehicleParams& params); // done
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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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bool8 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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@ -465,25 +465,25 @@ public:
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void ProcessProjectiles(); // 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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bool8 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 ¶ms); //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 ¶ms); // done
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bool8 ProcessVehicleDoors(cVehicleParams ¶ms); // done
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void ProcessVehicleEngine(cVehicleParams ¶ms); // done
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void ProcessVehicleFlatTyre(cVehicleParams ¶ms); // done
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bool ProcessVehicleHorn(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleHorn(cVehicleParams ¶ms); // done
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void ProcessVehicleOneShots(cVehicleParams ¶ms); // done
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bool ProcessVehicleReverseWarning(cVehicleParams ¶ms); // done
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bool ProcessVehicleRoadNoise(cVehicleParams ¶ms); // done
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bool ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms); // done
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bool ProcessVehicleSkidding(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleReverseWarning(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms); // done
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bool8 ProcessVehicleSkidding(cVehicleParams ¶ms); // 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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bool8 ProcessWetRoadNoise(cVehicleParams& params); // done
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void ProcessEscalators(); // done
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void ProcessExtraSounds(); // done
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@ -502,26 +502,26 @@ public:
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void ServicePoliceRadioChannel(uint8 wantedLevel); // done
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void ServiceSoundEffects(); // done
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int8 SetCurrent3DProvider(uint8 which); // done
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void SetDynamicAcousticModelingStatus(uint8 status); // done
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void SetDynamicAcousticModelingStatus(bool8 status); // done
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void SetEffectsFadeVol(uint8 volume) const; // done
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void SetEffectsMasterVolume(uint8 volume) const; // done
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void SetMP3BoostVolume(uint8 volume) const; // done
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void SetEntityStatus(int32 id, uint8 status); // done
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void SetEntityStatus(int32 id, bool8 status); // done
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done
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void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done
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void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
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void SetMonoMode(uint8 mono); // done
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void SetMonoMode(bool8 mono); // done
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void SetMusicFadeVol(uint8 volume) const; // done
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void SetMusicMasterVolume(uint8 volume) const; // done
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void SetSpeakerConfig(int32 conf) const; // done
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void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done
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void SetUpOneShotCollisionSound(const cAudioCollision &col); // done
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bool SetupCrimeReport(); // done
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bool SetupJumboEngineSound(uint8 vol, uint32 freq); // done
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bool SetupJumboFlySound(uint8 emittingVol); // done
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bool SetupJumboRumbleSound(uint8 emittingVol); // done
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bool SetupJumboTaxiSound(uint8 vol); // done
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bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
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bool8 SetupCrimeReport(); // done
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bool8 SetupJumboEngineSound(uint8 vol, uint32 freq); // done
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bool8 SetupJumboFlySound(uint8 emittingVol); // done
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bool8 SetupJumboRumbleSound(uint8 emittingVol); // done
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bool8 SetupJumboTaxiSound(uint8 vol); // done
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bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
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void SetupPedComments(cPedParams ¶ms, uint16 sound); // done
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void SetupSuspectLastSeenReport();
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@ -530,12 +530,12 @@ public:
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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 ¶ms) const; // done
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bool UsesSirenSwitching(cVehicleParams ¶ms) const; // done
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bool8 UsesReverseWarning(int32 model) const; // done
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bool8 UsesSiren(cVehicleParams ¶ms) const; // done
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bool8 UsesSirenSwitching(cVehicleParams ¶ms) const; // done
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CVehicle *FindVehicleOfPlayer(); // done
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void SetPedTalkingStatus(CPed *ped, uint8 status); // done
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void SetPedTalkingStatus(CPed *ped, bool8 status); // done
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void SetPlayersMood(uint8 mood, uint32 time); // done
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float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
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