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Enable trains

This commit is contained in:
Sergeanur 2021-01-08 18:31:50 +02:00
parent e9001207ea
commit bf3135eb41
4 changed files with 12 additions and 54 deletions

View file

@ -466,7 +466,7 @@ public:
void ProcessScriptObject(int32 id); // done
void ProcessSpecial(); // done
#ifdef GTA_TRAIN
bool ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC)
bool ProcessTrainNoise(cVehicleParams &params); //done(bcs not exists in VC)
#endif
void ProcessVehicle(CVehicle *vehicle); // done
bool ProcessVehicleDoors(cVehicleParams &params); // done

View file

@ -814,4 +814,8 @@ enum eSfxSample
SAMPLEBANK_PED_START = SFX_FOOTSTEP_SAND_4 + 1,
SAMPLEBANK_PED_END = 9940,
SAMPLEBANK_PED_MAX = SAMPLEBANK_PED_END + 1,
// LCS: TODO
SFX_TRAIN_FAR = NO_SAMPLE,
SFX_TRAIN_NEAR = NO_SAMPLE,
};

View file

@ -197,6 +197,8 @@ enum Config {
//#define COMPRESSED_COL_VECTORS // use compressed vectors for collision vertices
//#define ANIM_COMPRESSION // only keep most recently used anims uncompressed
#define GTA_TRAIN
#if defined GTA_PS2
# define GTA_PS2_STUFF
# define RANDOMSPLASH

View file

@ -459,11 +459,11 @@ CTrain::InitTrains(void)
CStreaming::LoadAllRequestedModels(false);
// El-Train wagons
float wagonPositions[] = { 0.0f, 20.0f, 40.0f, 0.0f, 20.0f };
int8 firstWagon[] = { 1, 0, 0, 1, 0 };
int8 lastWagon[] = { 0, 0, 1, 0, 1 };
int16 wagonGroup[] = { 0, 0, 0, 1, 1 };
for(i = 0; i < 5; i++){
float wagonPositions[] = { 0.0f, 20.0f, 0.0f, 20.0f };
int8 firstWagon[] = { 1, 0, 1, 0 };
int8 lastWagon[] = { 0, 1, 0, 1 };
int16 wagonGroup[] = { 0, 0, 1, 1 };
for(i = 0; i < 4; i++){
train = new CTrain(MI_TRAIN, PERMANENT_VEHICLE);
train->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
train->SetStatus(STATUS_ABANDONED);
@ -649,52 +649,6 @@ CTrain::ReadAndInterpretTrackFile(Const char *filename, CTrainNode **nodes, int1
#endif
}
void
PlayAnnouncement(uint8 sound, uint8 station)
{
// this was gone in a PC version but inlined on PS2
cAudioScriptObject *obj = new cAudioScriptObject;
obj->AudioId = sound;
obj->Posn = CTrain::aStationCoors[station];
obj->AudioEntity = AEHANDLE_NONE;
DMAudio.CreateOneShotScriptObject(obj);
}
void
ProcessTrainAnnouncements(void)
{
#ifdef GTA_TRAIN
for (int i = 0; i < ARRAY_SIZE(StationDist); i++) {
for (int j = 0; j < ARRAY_SIZE(EngineTrackPosition); j++) {
if (!bTrainArrivalAnnounced[i]) {
float preDist = StationDist[i] - 100.0f;
if (preDist < 0.0f)
preDist += TotalLengthOfTrack;
if (EngineTrackPosition[j] > preDist && EngineTrackPosition[j] < StationDist[i]) {
bTrainArrivalAnnounced[i] = true;
PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1, i);
break;
}
} else {
float postDist = StationDist[i] + 10.0f;
#ifdef FIX_BUGS
if (postDist > TotalLengthOfTrack)
postDist -= TotalLengthOfTrack;
#else
if (postDist < 0.0f) // does this even make sense here?
postDist += TotalLengthOfTrack;
#endif
if (EngineTrackPosition[j] > StationDist[i] && EngineTrackPosition[j] < postDist) {
bTrainArrivalAnnounced[i] = false;
PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2, i);
break;
}
}
}
}
#endif
}
void
CTrain::UpdateTrains(void)
{
@ -732,8 +686,6 @@ CTrain::UpdateTrains(void)
// time offset for each train
time += 0x20000/2;
}
ProcessTrainAnnouncements();
}
// Update Subway