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Small type use fixes
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f9cbe29c50
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@ -128,31 +128,31 @@ cAudioManager::PostInitialiseGameSpecificSetup()
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{
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m_nFireAudioEntity = CreateEntity(AUDIOTYPE_FIRE, &gFireManager);
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if (m_nFireAudioEntity >= 0)
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SetEntityStatus(m_nFireAudioEntity, 1);
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SetEntityStatus(m_nFireAudioEntity, true);
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m_nCollisionEntity = CreateEntity(AUDIOTYPE_COLLISION, (void *)1);
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if (m_nCollisionEntity >= 0)
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SetEntityStatus(m_nCollisionEntity, 1);
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SetEntityStatus(m_nCollisionEntity, true);
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m_nFrontEndEntity = CreateEntity(AUDIOTYPE_FRONTEND, (void *)1);
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if (m_nFrontEndEntity >= 0)
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SetEntityStatus(m_nFrontEndEntity, 1);
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SetEntityStatus(m_nFrontEndEntity, true);
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m_nProjectileEntity = CreateEntity(AUDIOTYPE_PROJECTILE, (void *)1);
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if (m_nProjectileEntity >= 0)
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SetEntityStatus(m_nProjectileEntity, 1);
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SetEntityStatus(m_nProjectileEntity, true);
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m_nWaterCannonEntity = CreateEntity(AUDIOTYPE_WATERCANNON, (void *)1);
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if (m_nWaterCannonEntity >= 0)
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SetEntityStatus(m_nWaterCannonEntity, 1);
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SetEntityStatus(m_nWaterCannonEntity, true);
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m_nPoliceChannelEntity = CreateEntity(AUDIOTYPE_POLICERADIO, (void *)1);
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if (m_nPoliceChannelEntity >= 0)
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SetEntityStatus(m_nPoliceChannelEntity, 1);
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SetEntityStatus(m_nPoliceChannelEntity, true);
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m_nBridgeEntity = CreateEntity(AUDIOTYPE_BRIDGE, (void *)1);
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if (m_nBridgeEntity >= 0)
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SetEntityStatus(m_nBridgeEntity, 1);
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SetEntityStatus(m_nBridgeEntity, true);
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m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
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m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_NOT_LOADED;
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@ -240,7 +240,7 @@ cAudioManager::ProcessReverb() const
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;
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i++) {
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if (m_asActiveSamples[i].m_bReverbFlag)
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SampleManager.SetChannelReverbFlag(i, 1);
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SampleManager.SetChannelReverbFlag(i, true);
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}
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}
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}
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@ -287,7 +287,7 @@ cAudioManager::ProcessSpecial()
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void
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cAudioManager::ProcessEntity(int32 id)
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{
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if (m_asAudioEntities[id].m_nStatus) {
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if (m_asAudioEntities[id].m_bStatus) {
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m_sQueueSample.m_nEntityIndex = id;
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switch (m_asAudioEntities[id].m_nType) {
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case AUDIOTYPE_PHYSICAL:
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@ -128,7 +128,7 @@ cAudioManager::CreateEntity(eAudioType type, void *entity)
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for (uint32 i = 0; i < ARRAY_SIZE(m_asAudioEntities); i++) {
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if (!m_asAudioEntities[i].m_bIsUsed) {
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m_asAudioEntities[i].m_bIsUsed = true;
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m_asAudioEntities[i].m_nStatus = 0;
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m_asAudioEntities[i].m_bStatus = false;
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m_asAudioEntities[i].m_nType = type;
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m_asAudioEntities[i].m_pEntity = entity;
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m_asAudioEntities[i].m_awAudioEvent[0] = SOUND_NO_SOUND;
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@ -163,7 +163,7 @@ void
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cAudioManager::SetEntityStatus(int32 id, uint8 status)
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{
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if (m_bIsInitialised && id >= 0 && id < NUM_AUDIOENTITIES && m_asAudioEntities[id].m_bIsUsed)
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m_asAudioEntities[id].m_nStatus = status;
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m_asAudioEntities[id].m_bStatus = status;
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}
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void
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@ -46,7 +46,7 @@ public:
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eAudioType m_nType;
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void *m_pEntity;
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bool m_bIsUsed;
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uint8 m_nStatus;
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uint8 m_bStatus;
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int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
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float m_afVolume[NUM_AUDIOENTITY_EVENTS];
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uint8 m_AudioEvents;
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@ -93,7 +93,7 @@ cAudioManager::InitialisePoliceRadio()
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for (int32 i = 0; i < ARRAY_SIZE(m_sPoliceRadioQueue.crimes); i++)
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m_sPoliceRadioQueue.crimes[i].type = CRIME_NONE;
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SampleManager.SetChannelReverbFlag(policeChannel, 0);
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SampleManager.SetChannelReverbFlag(policeChannel, false);
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gSpecialSuspectLastSeenReport = false;
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for (int32 i = 0; i < ARRAY_SIZE(gMinTimeToNextReport); i++)
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gMinTimeToNextReport[i] = m_FrameCounter;
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@ -158,7 +158,7 @@ void CGarages::Init(void)
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aCarsInSafeHouse3[i].Init();
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hGarages = DMAudio.CreateEntity(AUDIOTYPE_GARAGE, (void*)1);
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if (hGarages >= 0)
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DMAudio.SetEntityStatus(hGarages, 1);
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DMAudio.SetEntityStatus(hGarages, true);
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AddOne(
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CVector(CRUSHER_GARAGE_X1, CRUSHER_GARAGE_Y1, CRUSHER_GARAGE_Z1),
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CVector(CRUSHER_GARAGE_X2, CRUSHER_GARAGE_Y2, CRUSHER_GARAGE_Z2),
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@ -243,7 +243,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bHasACamera = true;
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m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this);
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DMAudio.SetEntityStatus(m_audioEntityId, 1);
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DMAudio.SetEntityStatus(m_audioEntityId, true);
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m_fearFlags = CPedType::GetThreats(m_nPedType);
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m_threatEntity = nil;
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m_eventOrThreat = CVector2D(0.0f, 0.0f);
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@ -114,7 +114,7 @@ void CWeather::Init(void)
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ForcedWeatherType = WEATHER_RANDOM;
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SoundHandle = DMAudio.CreateEntity(AUDIOTYPE_WEATHER, (void*)1);
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if (SoundHandle >= 0)
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DMAudio.SetEntityStatus(SoundHandle, 1);
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DMAudio.SetEntityStatus(SoundHandle, true);
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}
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void CWeather::Update(void)
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@ -85,7 +85,7 @@ void CCranes::AddThisOneCrane(CEntity* pEntity)
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pCrane->m_bWasMilitaryCrane = false;
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pCrane->m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[NumCranes]);
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if (pCrane->m_nAudioEntity >= 0)
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DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, 1);
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DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, true);
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pCrane->m_bIsTop = (MODELID_CRANE_1 != pEntity->GetModelIndex());
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// Is this used to avoid military crane?
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if (pCrane->m_bIsTop || pEntity->GetPosition().y > 0.0f) {
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@ -669,7 +669,7 @@ void CCranes::Load(uint8* buf, uint32 size)
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for (int i = 0; i < NUM_CRANES; i++) {
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aCranes[i].m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[i]);
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if (aCranes[i].m_nAudioEntity != 0)
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DMAudio.SetEntityStatus(aCranes[i].m_nAudioEntity, 1);
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DMAudio.SetEntityStatus(aCranes[i].m_nAudioEntity, true);
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}
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VALIDATESAVEBUF(size);
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