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Fix chainsaw sounds lol

This commit is contained in:
Sergeanur 2020-12-25 08:33:43 +02:00
parent 450cd17d16
commit 0768026938

View file

@ -2232,7 +2232,6 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams& params)
if (veh->m_modelIndex == MI_MRWHOOP) if (veh->m_modelIndex == MI_MRWHOOP)
return true; return true;
veh->m_nAlarmState;
if (veh->IsAlarmOn()) if (veh->IsAlarmOn())
return true; return true;
@ -4455,8 +4454,6 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_bRequireReflection = true; m_sQueueSample.m_bRequireReflection = true;
break; break;
} }
// TODO: breaks the game right now, probably needs AudioManager.cpp to be done first
/*
case SOUND_WEAPON_CHAINSAW_ATTACK: case SOUND_WEAPON_CHAINSAW_ATTACK:
if (FindVehicleOfPlayer()) if (FindVehicleOfPlayer())
continue; continue;
@ -4491,7 +4488,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nLoopCount = 0;
emittingVol = 100; emittingVol = 100;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13);
m_sQueueSample.m_nEmittingVolume = 100; m_sQueueSample.m_nEmittingVolume = 100;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = false; m_sQueueSample.m_bReleasingSoundFlag = false;
@ -4513,13 +4510,12 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nLoopCount = 0;
emittingVol = 100; emittingVol = 100;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13);
m_sQueueSample.m_nEmittingVolume = 100; m_sQueueSample.m_nEmittingVolume = 100;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = false; m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 5; m_sQueueSample.m_nReleasingVolumeDivider = 5;
break; break;
*/
case SOUND_WEAPON_SHOT_FIRED: case SOUND_WEAPON_SHOT_FIRED:
weapon = ped->GetWeapon(); weapon = ped->GetWeapon();
if (!weapon) if (!weapon)