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re3/src/audio/AudioScriptObject.cpp
Sergeanur da253837d1 audio stuff
Collision audio and police radio stuff moved to a separate cpp's like in the original code
cPoliceRadioQueue added, code refactored correspondingly
cAudioManager::ServiceCollisions reversed
PlayOneShotScriptObject reversed
cAudioScriptObject moved to AudioScriptObject.cpp
Fixed use of numbers on non-integer types (bools, pointers)
enum is now used for ped audio calculation
Added fixes for vehicle description in the police radio (missing vehicles and wrong colors)
2020-01-25 12:48:27 +02:00

48 lines
1.1 KiB
C++

#include "common.h"
#include "patcher.h"
#include "AudioScriptObject.h"
#include "Pools.h"
void
cAudioScriptObject::Reset()
{
AudioId = 125;
Posn = CVector(0.0f, 0.0f, 0.0f);
AudioEntity = AEHANDLE_NONE;
}
void *
cAudioScriptObject::operator new(size_t sz)
{
return CPools::GetAudioScriptObjectPool()->New();
}
void *
cAudioScriptObject::operator new(size_t sz, int handle)
{
return CPools::GetAudioScriptObjectPool()->New(handle);
}
void
cAudioScriptObject::operator delete(void *p, size_t sz)
{
CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
}
void
cAudioScriptObject::operator delete(void *p, int handle)
{
CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
}
void
PlayOneShotScriptObject(uint8 id, CVector const &pos)
{
cAudioScriptObject *audioScriptObject = new cAudioScriptObject();
audioScriptObject->Posn = pos;
audioScriptObject->AudioId = id;
audioScriptObject->AudioEntity = AEHANDLE_NONE;
DMAudio.CreateOneShotScriptObject(audioScriptObject);
}
STARTPATCHES
InjectHook(0x57C430, &cAudioScriptObject::Reset, PATCH_JUMP);
InjectHook(0x57C5F0, &PlayOneShotScriptObject, PATCH_JUMP);
ENDPATCHES