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Fix build and use enum in ProcessPlayerMood
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4bcd176944
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c3cbf4353d
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@ -307,20 +307,16 @@ cAudioManager::ProcessPlayerMood()
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if (m_nPlayerMoodTimer <= curTime) {
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if (m_nPlayerMoodTimer <= curTime) {
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playerPed = FindPlayerPed();
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playerPed = FindPlayerPed();
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if (playerPed != nil) {
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if (playerPed != nil) {
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/*
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if (playerPed->m_pWanted->m_nWantedLevel > 3) {
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if (playerPed->m_pWanted->m_nWantedLevel > 3) {
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m_nPlayerMood = 2;
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m_nPlayerMood = PLAYER_MOOD_ANGRY;
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return;
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return;
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}
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}
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if (playerPed->m_pWanted->m_nWantedLevel > 1) {
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if (playerPed->m_pWanted->m_nWantedLevel > 1) {
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m_nPlayerMood = 1;
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m_nPlayerMood = PLAYER_MOOD_PISSED_OFF;
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return;
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}
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*/
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if (playerPed->m_pWanted->m_nWantedLevel > 1) {
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m_nPlayerMood = (playerPed->m_pWanted->m_nWantedLevel > 3) ? 2 : 1;
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return;
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return;
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}
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}
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lastMisstonPassedTime = CTheScripts::GetLastMissionPassedTime();
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lastMisstonPassedTime = CTheScripts::GetLastMissionPassedTime();
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if (*lastMisstonPassedTime != -1) {
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if (*lastMisstonPassedTime != -1) {
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if (curTime < *lastMisstonPassedTime) {
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if (curTime < *lastMisstonPassedTime) {
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@ -328,11 +324,11 @@ cAudioManager::ProcessPlayerMood()
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return;
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return;
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}
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}
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if (curTime < *lastMisstonPassedTime + 180000) {
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if (curTime < *lastMisstonPassedTime + 180000) {
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m_nPlayerMood = 3;
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m_nPlayerMood = PLAYER_MOOD_WISECRACKING;
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return;
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return;
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}
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}
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}
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}
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m_nPlayerMood = 0;
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m_nPlayerMood = PLAYER_MOOD_CALM;
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}
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}
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}
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}
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}
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}
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@ -4,7 +4,7 @@
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#include "AudioCollision.h"
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#include "AudioCollision.h"
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#include "PoliceRadio.h"
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#include "PoliceRadio.h"
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#include "VehicleModelInfo.h"
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#include "VehicleModelInfo.h"
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#include "vehicle.h"
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#include "Vehicle.h"
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class tSound
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class tSound
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{
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{
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@ -304,19 +304,19 @@ public:
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void PreloadMissionAudio(uint8 slot, Const char *name); // done
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void PreloadMissionAudio(uint8 slot, Const char *name); // done
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void PreTerminateGameSpecificShutdown(); // done
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void PreTerminateGameSpecificShutdown(); // done
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/// processX - main logic of adding new sounds
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues(); // done
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void ProcessActiveQueues(); // done
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bool ProcessAirBrakes(cVehicleParams *params); // done
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bool ProcessAirBrakes(cVehicleParams *params); // done
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bool ProcessBoatEngine(cVehicleParams *params);
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bool ProcessBoatEngine(cVehicleParams *params);
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bool ProcessBoatMovingOverWater(cVehicleParams *params);
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bool ProcessBoatMovingOverWater(cVehicleParams *params);
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#ifdef GTA_BRIDGE
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#ifdef GTA_BRIDGE
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void ProcessBridge();
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void ProcessBridge(); // done(bcs not exists in VC)
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void ProcessBridgeMotor();
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void ProcessBridgeMotor(); // done(bcs not exists in VC)
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void ProcessBridgeOneShots();
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void ProcessBridgeOneShots(); // done(bcs not exists in VC)
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void ProcessBridgeWarning();
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void ProcessBridgeWarning(); // done(bcs not exists in VC)
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#endif
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#endif
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bool ProcessCarBombTick(cVehicleParams *params); // done
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bool ProcessCarBombTick(cVehicleParams *params); // done
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void ProcessCesna(cVehicleParams *params); //
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void ProcessCesna(cVehicleParams *params); //
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//void ProcessCrane(); //
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//void ProcessCrane(); // done(bcs not exists in VC)
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bool ProcessEngineDamage(cVehicleParams *params); // done
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bool ProcessEngineDamage(cVehicleParams *params); // done
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void ProcessEntity(int32 sound); // done
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void ProcessEntity(int32 sound); // done
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void ProcessExplosions(int32 explosion); // done
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void ProcessExplosions(int32 explosion); // done
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@ -352,7 +352,7 @@ public:
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void ProcessScriptObject(int32 id); // done
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void ProcessScriptObject(int32 id); // done
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void ProcessSpecial(); // done
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void ProcessSpecial(); // done
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#ifdef GTA_TRAIN
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#ifdef GTA_TRAIN
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bool ProcessTrainNoise(cVehicleParams *params);
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bool ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC)
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#endif
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#endif
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void ProcessVehicle(CVehicle *vehicle); // done
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void ProcessVehicle(CVehicle *vehicle); // done
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bool ProcessVehicleDoors(cVehicleParams *params); // done
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bool ProcessVehicleDoors(cVehicleParams *params); // done
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