fix merging errors

This commit is contained in:
Roman Masanin 2020-10-24 22:06:45 +03:00
parent a9db60a1d9
commit c4707fe887
3 changed files with 13 additions and 12 deletions

View file

@ -307,7 +307,7 @@ cAudioManager::ProcessPlayerMood()
if (m_nPlayerMoodTimer <= curTime) {
playerPed = FindPlayerPed();
if (playerPed != nil) {
#ifdef 0
/*
if (playerPed->m_pWanted->m_nWantedLevel > 3) {
m_nPlayerMood = 2;
return;
@ -316,7 +316,7 @@ cAudioManager::ProcessPlayerMood()
m_nPlayerMood = 1;
return;
}
#endif
*/
if (playerPed->m_pWanted->m_nWantedLevel > 1) {
m_nPlayerMood = (playerPed->m_pWanted->m_nWantedLevel > 3) ? 2 : 1;
return;
@ -6165,29 +6165,29 @@ cAudioManager::ProcessFireHydrant()
const float SOUND_INTENSITY = 35;
float distSquared;
bool distCalculated = 0;
m_sQueueSample.m_vecPos = ((CEntity *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition();
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(SOUND_INTENSITY)) {
m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
CalculateDistance(distCalculated, distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(40, 35.0f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 4;
m_sQueueSample.m_nFrequency = 15591;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nEmittingVolume = 40;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
AddSampleToRequestedQueue();
}
}