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-rw-r--r--src/audio/AudioLogic.cpp18
-rw-r--r--src/render/Fluff.h9
2 files changed, 22 insertions, 5 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index b04030dc..60989aba 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -366,12 +366,26 @@ cAudioManager::ProcessEntity(int32 id)
ProcessWeather(id);
}
break;
+/* case AUDIOTYPE_CRANE:
+ if (!m_nUserPause) {
+ m_sQueueSample.m_bReverbFlag = true;
+ ProcessCrane();
+ }
+ break;*/
case AUDIOTYPE_SCRIPTOBJECT:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessScriptObject(id);
}
break;
+#ifdef GTA_BRIDGE
+ case AUDIOTYPE_BRIDGE:
+ if (!m_nUserPause) {
+ m_sQueueSample.m_bReverbFlag = true;
+ ProcessBridge();
+ }
+ break;
+#endif
case AUDIOTYPE_FRONTEND:
m_sQueueSample.m_bReverbFlag = false;
ProcessFrontEnd();
@@ -4973,9 +4987,9 @@ cAudioManager::ProcessEscalators()
float distance;
for (int i = 0; i < CEscalators::NumEscalators; i++) {
- if (!CEscalators::aEscalators[i].m_bIsActive)
+ if (!CEscalators::GetEscalator(i).IsActive())
continue;
- m_sQueueSample.m_vecPos = CEscalators::aEscalators[i].m_midPoint;
+ m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition();
distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distance < SQR(SOUND_INTENSITY)) {
if (distance > 0.0f)
diff --git a/src/render/Fluff.h b/src/render/Fluff.h
index 5a4458a8..460c12a8 100644
--- a/src/render/Fluff.h
+++ b/src/render/Fluff.h
@@ -90,30 +90,33 @@ class CEscalator
CVector m_pos2;
CVector m_pos3;
CMatrix m_matrix;
+ bool m_bIsActive;
bool m_bIsMovingDown;
int32 m_stepsCount;
float m_lowerEnd;
float m_upperEnd;
+ CVector m_midPoint;
float m_radius;
CObject *m_pSteps[24];
public:
- bool m_bIsActive;//TODO also recheck!
- CVector m_midPoint;
CEscalator();
void Update(void);
void SwitchOff(void);
void AddThisOne(CVector pos0, CVector pos1, CVector pos2, CVector pos3, bool b_isMovingDown);
+ bool IsActive() { return m_bIsActive; };
+ CVector GetPosition() { return m_midPoint; };
};
class CEscalators
{
+ static CEscalator aEscalators[NUM_ESCALATORS];
public:
- static CEscalator aEscalators[NUM_ESCALATORS];//TODO need recheck this!
static int32 NumEscalators;
static void Init(void);
static void Update(void);
static void AddOne(CVector pos0, CVector pos1, CVector pos2, CVector pos3, bool b_isMovingDown);
static void Shutdown(void);
+ static CEscalator GetEscalator(int ind) { return aEscalators[ind]; };
};
class CMovingThing