diff options
-rw-r--r-- | src/audio/AudioLogic.cpp | 4 | ||||
-rw-r--r-- | src/peds/PedFight.cpp | 8 | ||||
-rw-r--r-- | src/render/Weather.cpp | 8 | ||||
-rw-r--r-- | src/vehicles/Bike.cpp | 2 |
4 files changed, 11 insertions, 11 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 8f03d66a..034e7a90 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -4354,7 +4354,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nFrequency = 20000; AddFightSound: { - uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float + uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float uint8 damagerType = soundParams & 0xFF; uint32 weaponType = soundParams >> 8; @@ -4402,7 +4402,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) case SOUND_WEAPON_BAT_ATTACK: case SOUND_WEAPON_KNIFE_ATTACK: { - uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float + uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float uint8 damagerType = soundParams & 0xFF; uint32 weaponType = soundParams >> 8; if (damagerType == ENTITY_TYPE_PED) { diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp index 79c6f367..9c230213 100644 --- a/src/peds/PedFight.cpp +++ b/src/peds/PedFight.cpp @@ -2021,9 +2021,9 @@ CPed::PlayHitSound(CPed *hitTo) if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) { if (m_curFightMove >= FIGHTMOVE_MELEE1) { if (m_curFightMove == FIGHTMOVE_MELEE3) { - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | 3); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | ENTITY_TYPE_PED); } else { - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | 3); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | ENTITY_TYPE_PED); } return; } @@ -2048,7 +2048,7 @@ CPed::PlayHitSound(CPed *hitTo) } if (soundId != NO_SND) - DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | 3); + DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED); } // --MIAMI: Done @@ -3567,7 +3567,7 @@ CPed::CollideWithPed(CPed *collideWith) animAssoc->flags |= ASSOC_FADEOUTWHENDONE; collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000; if (m_nPedState == PED_ATTACK) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f); } } else { // We're at his right side diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp index 52e93951..17c45fcd 100644 --- a/src/render/Weather.cpp +++ b/src/render/Weather.cpp @@ -226,15 +226,15 @@ void CWeather::Update(void) // Rain float fNewRain; if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) { - // if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s - fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f; + // if raining for >1 hour, values: 0, 0.33, switching every ~16.5s + fNewRain = (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.33f; if (OldWeatherType != WEATHER_RAINY && OldWeatherType != WEATHER_HURRICANE) { if (InterpolationValue < 0.4f) // if rain has just started (<24 minutes), always 0.5 fNewRain = 0.5f; else - // if rain is ongoing for >24 minutes, values: 0.25, 0.5, 0.75, 1.0, switching every ~16.5s - fNewRain = 0.25f + ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.25f; + // if rain is ongoing for >24 minutes, values: 0.25, 0.5, switching every ~16.5s + fNewRain = 0.25f + (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.25f; } fNewRain = Max(fNewRain, 0.5f); } diff --git a/src/vehicles/Bike.cpp b/src/vehicles/Bike.cpp index 0cfbedc1..19e95a6e 100644 --- a/src/vehicles/Bike.cpp +++ b/src/vehicles/Bike.cpp @@ -2694,7 +2694,7 @@ CBike::KnockOffRider(eWeaponType weapon, uint8 direction, CPed *ped, bool bGetBa switch(direction){ case 0: anim = ANIM_KO_SKID_BACK; break; case 1: anim = ANIM_KD_RIGHT; break; - case 2: anim = ANIM_KO_SKID_FRONT; break; + case 2: anim = ANIM_BIKE_FALL_R; break; case 3: anim = ANIM_KD_LEFT; break; } if(m_nWheelsOnGround == 0) |