Mission audio slots

This commit is contained in:
Sergeanur 2020-06-08 10:34:31 +03:00
parent 0afb1d9e24
commit 36a6d124aa
9 changed files with 258 additions and 183 deletions

View file

@ -193,15 +193,15 @@ CGameLogic::Update()
pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_LOADING;
char name[12];
sprintf(name, pPlayerInfo.m_nCurrentBustedAudio >= 10 ? "bust_%d" : "bust_0%d", pPlayerInfo.m_nCurrentBustedAudio);
DMAudio.ClearMissionAudio(); // TODO(MIAMI): argument is 0
DMAudio.PreloadMissionAudio(name); // TODO(MIAMI): argument is 0
DMAudio.ClearMissionAudio(0); // TODO(MIAMI): argument is 0
DMAudio.PreloadMissionAudio(0, name); // TODO(MIAMI): argument is 0
pPlayerInfo.m_nCurrentBustedAudio = pPlayerInfo.m_nCurrentBustedAudio % 28 + 1; // enum? const? TODO
}
}
if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > 4000 &&
pPlayerInfo.m_nBustedAudioStatus == BUSTEDAUDIO_LOADING &&
DMAudio.GetMissionAudioLoadingStatus() == 1) { // TODO: argument is 0
DMAudio.PlayLoadedMissionAudio(); // TODO: argument is 0
DMAudio.GetMissionAudioLoadingStatus(0) == 1) { // TODO: argument is 0
DMAudio.PlayLoadedMissionAudio(0); // TODO: argument is 0
pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_DONE;
}