audio stuff

Collision audio and police radio stuff moved to a separate cpp's like in the original code
cPoliceRadioQueue added, code refactored correspondingly
cAudioManager::ServiceCollisions reversed
PlayOneShotScriptObject reversed
cAudioScriptObject moved to AudioScriptObject.cpp
Fixed use of numbers on non-integer types (bools, pointers)
enum is now used for ped audio calculation
Added fixes for vehicle description in the police radio (missing vehicles and wrong colors)
This commit is contained in:
Sergeanur 2020-01-25 12:41:22 +02:00
commit da253837d1
12 changed files with 1395 additions and 1450 deletions

View file

@ -0,0 +1,36 @@
#pragma once
#define NUMAUDIOCOLLISIONS 10
class cAudioCollision
{
public:
CEntity *m_pEntity1;
CEntity *m_pEntity2;
uint8 m_bSurface1;
uint8 m_bSurface2;
float m_fIntensity1;
float m_fIntensity2;
CVector m_vecPosition;
float m_fDistance;
int32 m_nBaseVolume;
// no methods
};
static_assert(sizeof(cAudioCollision) == 40, "cAudioCollision: error");
class cAudioCollisionManager
{
public:
cAudioCollision m_asCollisions1[NUMAUDIOCOLLISIONS];
cAudioCollision m_asCollisions2[NUMAUDIOCOLLISIONS];
uint8 m_bIndicesTable[NUMAUDIOCOLLISIONS];
uint8 m_bCollisionsInQueue;
cAudioCollision m_sQueue;
// reversed all methods
void AddCollisionToRequestedQueue(); /// ok
};
static_assert(sizeof(cAudioCollisionManager) == 852, "cAudioCollisionManager: error");