Fix names of static variables

This commit is contained in:
Sergeanur 2020-05-25 03:56:17 +03:00
parent 80c2018b51
commit fd06ab4db8
1 changed files with 19 additions and 19 deletions

View File

@ -3353,7 +3353,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
noReflection = true; noReflection = true;
break; break;
case SOUND_WEAPON_SHOT_FIRED: case SOUND_WEAPON_SHOT_FIRED:
weapon = &ped->m_weapons[ped->m_currentWeapon]; weapon = ped->GetWeapon();
switch (weapon->m_eWeaponType) { switch (weapon->m_eWeaponType) {
case WEAPONTYPE_COLT45: case WEAPONTYPE_COLT45:
m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT; m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT;
@ -7655,7 +7655,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
void void
cAudioManager::ProcessAirportScriptObject(uint8 sound) cAudioManager::ProcessAirportScriptObject(uint8 sound)
{ {
static uint8 counter = 0; static uint8 iSound = 0;
uint32 time = CTimer::GetTimeInMilliseconds(); uint32 time = CTimer::GetTimeInMilliseconds();
if (time > gAirportNextTime) { if (time > gAirportNextTime) {
@ -7677,7 +7677,7 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound)
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_AIRPORT_ANNOUNCEMENT_1; m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_AIRPORT_ANNOUNCEMENT_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nCounter = counter++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bReleasingSoundFlag = true;
@ -7700,7 +7700,7 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
{ {
uint8 rand; uint8 rand;
static uint8 counter = 0; static uint8 iSound = 0;
uint32 time = CTimer::GetTimeInMilliseconds(); uint32 time = CTimer::GetTimeInMilliseconds();
if (time > gCinemaNextTime) { if (time > gCinemaNextTime) {
@ -7720,11 +7720,11 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
rand = m_anRandomTable[0] % 90 + 30; rand = m_anRandomTable[0] % 90 + 30;
m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = counter % 3 + SFX_CINEMA_BASS_1; m_sQueueSample.m_nSampleIndex = iSound % 3 + SFX_CINEMA_BASS_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 4); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 4);
m_sQueueSample.m_nCounter = counter++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bReleasingSoundFlag = true;
@ -7749,7 +7749,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
uint8 rand; uint8 rand;
float distSquared; float distSquared;
static uint32 counter = 0; static uint8 iSound = 0;
time = CTimer::GetTimeInMilliseconds(); time = CTimer::GetTimeInMilliseconds();
if (time > gDocksNextTime) { if (time > gDocksNextTime) {
@ -7773,7 +7773,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nCounter = counter++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bReleasingSoundFlag = true;
@ -7797,7 +7797,7 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
uint8 rand; uint8 rand;
float dist; float dist;
static uint8 counter = 0; static uint8 iSound = 0;
time = CTimer::GetTimeInMilliseconds(); time = CTimer::GetTimeInMilliseconds();
if (time > gHomeNextTime) { if (time > gHomeNextTime) {
@ -7821,7 +7821,7 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nCounter = counter++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bReleasingSoundFlag = true;
@ -7847,7 +7847,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
float distSquared; float distSquared;
cPedParams params; cPedParams params;
static uint8 counter = 0; static uint8 iSound = 0;
if (time > gCellNextTime) { if (time > gCellNextTime) {
switch (sound) { switch (sound) {
@ -7874,7 +7874,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nCounter = counter++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bReleasingSoundFlag = true;
@ -7901,7 +7901,7 @@ void
cAudioManager::ProcessWeather(int32 id) cAudioManager::ProcessWeather(int32 id)
{ {
uint8 vol; uint8 vol;
static uint8 counter = 0; static uint8 iSound = 0;
if (m_asAudioEntities[id].m_AudioEvents && m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) { if (m_asAudioEntities[id].m_AudioEvents && m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) {
if (m_asAudioEntities[id].m_afVolume[0] >= 10.f) { if (m_asAudioEntities[id].m_afVolume[0] >= 10.f) {
@ -7918,9 +7918,9 @@ cAudioManager::ProcessWeather(int32 id)
m_sQueueSample.m_nVolume = vol; m_sQueueSample.m_nVolume = vol;
if (TheCamera.SoundDistUp < 20.f) if (TheCamera.SoundDistUp < 20.f)
m_sQueueSample.m_nVolume /= 2; m_sQueueSample.m_nVolume /= 2;
if (counter == 4) if (iSound == 4)
counter = 0; iSound = 0;
m_sQueueSample.m_nCounter = counter++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nReleasingVolumeModificator = 0; m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nOffset = (m_anRandomTable[2] & 15) + 55; m_sQueueSample.m_nOffset = (m_anRandomTable[2] & 15) + 55;
m_sQueueSample.m_bIs2D = true; m_sQueueSample.m_bIs2D = true;
@ -7962,7 +7962,7 @@ cAudioManager::ProcessFrontEnd()
bool processedMission; bool processedMission;
int16 sample; int16 sample;
static uint8 counter = 0; static uint8 iSound = 0;
static uint32 cPickupNextFrame = 0; static uint32 cPickupNextFrame = 0;
static uint32 cPartMisComNextFrame = 0; static uint32 cPartMisComNextFrame = 0;
@ -8104,7 +8104,7 @@ cAudioManager::ProcessFrontEnd()
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
} }
m_sQueueSample.m_nVolume = 110; m_sQueueSample.m_nVolume = 110;
m_sQueueSample.m_nCounter = counter++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -8122,7 +8122,7 @@ cAudioManager::ProcessFrontEnd()
AddSampleToRequestedQueue(); AddSampleToRequestedQueue();
if (stereo) { if (stereo) {
++m_sQueueSample.m_nSampleIndex; ++m_sQueueSample.m_nSampleIndex;
m_sQueueSample.m_nCounter = counter++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nOffset = MAX_VOLUME - m_sQueueSample.m_nOffset; m_sQueueSample.m_nOffset = MAX_VOLUME - m_sQueueSample.m_nOffset;
AddSampleToRequestedQueue(); AddSampleToRequestedQueue();
} }