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-rw-r--r--src/audio/AudioLogic.cpp237
1 files changed, 179 insertions, 58 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 9231d448..9626cefc 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -2613,11 +2613,17 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
float relVol;
float vol;
bool noReflections;
+ bool isHeli;
float maxDist;
cPedParams pedParams;
+ static uint8 GunIndex = 53;
+ pedParams.m_pPed = nil;
+ pedParams.m_bDistanceCalculated = false;
+ pedParams.m_fDistance = 0.0f;
for (int i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
- noReflections = 0;
+ noReflections = false;
+ isHeli = false;
m_sQueueSample.m_bRequireReflection = false;
event = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
switch (event) {
@@ -2634,20 +2640,22 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case OLD_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE;
break;
- case NEW_DOOR:
- default:
- m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
- break;
case TRUCK_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_CLOSE;
break;
case BUS_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
break;
+ default:
+ m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
+ break;
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
+ if (params->m_pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI)
+ m_sQueueSample.m_nFrequency = 28062;
+ else
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -2668,20 +2676,22 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case OLD_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN;
break;
- case NEW_DOOR:
- default:
- m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN;
- break;
case TRUCK_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_OPEN;
break;
case BUS_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
break;
+ default:
+ m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN;
+ break;
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
+ if (params->m_pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI)
+ m_sQueueSample.m_nFrequency = 23459;
+ else
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -2690,40 +2700,64 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
}
case SOUND_CAR_WINDSHIELD_CRACK: {
- const float SOUND_INTENSITY = 30.0f;
+ const float SOUND_INTENSITY = 40.0f;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 68;
- emittingVol = m_anRandomTable[1] % 30 + 60;
+ emittingVol = m_anRandomTable[1] % 30 + 80; //GetRandomNumberInRange(1, 80, 109)
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
} break;
- case SOUND_CAR_JUMP: {
+ case SOUND_CAR_JUMP:
+ case SOUND_CAR_JUMP_2: {
const float SOUND_INTENSITY = 35.0f;
static uint8 WheelIndex = 82;
- emittingVol = Max(80.f, 2 * (100.f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
maxDist = SQR(SOUND_INTENSITY);
- m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
+ if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] == SOUND_CAR_JUMP_2) {
+ m_sQueueSample.m_nSampleIndex = SFX_TYRE_BURST_B;
+ emittingVol = Max(50.0f, 2 * (60.0f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
+ } else {
+ m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
+ emittingVol = Max(80.f, 2 * (100.0f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
+ }
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = WheelIndex++;
if (WheelIndex > 85)
WheelIndex = 82;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
- if (params->m_nIndex == RCBANDIT) {
+ if (params->m_VehicleType == VEHICLE_TYPE_BIKE)
m_sQueueSample.m_nFrequency *= 2;
- emittingVol /= 2;
- }
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
break;
}
+ case SOUND_CAR_TYRE_POP: {
+ const float SOUND_INTENSITY = 60.0f;
+ static uint8 WheelIndex = 91;
+ m_sQueueSample.m_nSampleIndex = SFX_TYRE_BURST;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = WheelIndex++;
+ if (WheelIndex > 94)
+ WheelIndex = 91;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BURST);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(2000);
+ m_sQueueSample.m_nReleasingVolumeModificator = 2;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
+ maxDist = SQR(SOUND_INTENSITY);
+ emittingVol = m_anRandomTable[4] % 10 + 117;
+ break;
+ }
case SOUND_CAR_ENGINE_START: {
const float SOUND_INTENSITY = 40.0f;
+ if (params->m_pVehicle->GetVehicleAppearance() != VEHICLE_APPEARANCE_CAR
+ || params->m_pVehicle->m_modelIndex == MI_CADDY)
+ continue;
emittingVol = 60;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER;
@@ -2798,24 +2832,24 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
}
case SOUND_CAR_SPLASH: {
- const float SOUND_INTENSITY = 40.0f;
+ const float SOUND_INTENSITY = 60.0f;
static uint8 WaveIndex = 41;
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
- if (vol <= 300.f)
+ if (vol <= 150.0f)
continue;
- if (vol > 1200.f)
- m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 1200.0f;
- relVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 300.f) / 900.f;
+ if (vol > 800.0f)
+ m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 800.0f;
+ relVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 150.0f) / 650.0f;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] & 1) + SFX_BOAT_SPLASH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = WaveIndex++;
if (WaveIndex > 46)
WaveIndex = 41;
- m_sQueueSample.m_nFrequency = (7000.f * relVol) + 6000;
+ m_sQueueSample.m_nFrequency = (7000.0f * relVol) + 6000;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
- emittingVol = (55.f * relVol);
+ emittingVol = (35.0f * relVol);
maxDist = SQR(SOUND_INTENSITY);
break;
}
@@ -2832,6 +2866,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
maxDist = SQR(SOUND_INTENSITY);
break;
}*/
+#ifdef GTA_TRAIN
case SOUND_TRAIN_DOOR_CLOSE:
case SOUND_TRAIN_DOOR_OPEN: {
const float SOUND_INTENSITY = 35.0f;
@@ -2846,20 +2881,21 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
emittingVol = m_anRandomTable[1] % 20 + 70;
break;
}
+#endif
case SOUND_CAR_TANK_TURRET_ROTATE: {
const float SOUND_INTENSITY = 40.0f;
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
- if (vol > 96.0f / 2500.0f)
- vol = 96.0f / 2500.0f;
+ if (vol > 24.0f / 625.0f)
+ vol = 24.0f / 625.0f;
m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 79;
- m_sQueueSample.m_nFrequency = (3000.f * vol * 2500.0f / 96.0f) + 9000;
+ m_sQueueSample.m_nFrequency = (3000.0f * vol * 625.0f / 24.0f) + 9000;
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
- emittingVol = (37.f * vol * 2500.0f / 96.0f) + 90;
+ emittingVol = (37.0f * vol * 625.0f / 24.0f) + 90;
maxDist = SQR(SOUND_INTENSITY);
noReflections = true;
break;
@@ -2891,9 +2927,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
emittingVol = m_anRandomTable[4] % 25 + 75;
break;
}
- case SOUND_31:{
+ case SOUND_HELI_BLADE:{
const float SOUND_INTENSITY = 35.0f;
- static uint8 HeliIndex = 0;
+ static uint8 HeliIndex = 89;
relVol = ((CAutomobile*)params->m_pVehicle)->m_aWheelSpeed[1] * 50.0f / 11.0f;
if (relVol < 0.2f || relVol == 1.0f)
continue;
@@ -2901,8 +2937,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_CAR_HELI_ROT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = HeliIndex + 89;
- HeliIndex = HeliIndex != 1 ? HeliIndex + 1 : 0; //maybe better use 1 and 0, to avoid extreme values
+ m_sQueueSample.m_nCounter = HeliIndex++;
+ if (HeliIndex > 90)
+ HeliIndex = 89;
m_sQueueSample.m_nFrequency = (8000.0f * relVol) + 16000;
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
@@ -2912,20 +2949,68 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
}
case SOUND_WEAPON_SHOT_FIRED: {
const float SOUND_INTENSITY = 120.0f;
- static uint8 GunIndex = 53;
- emittingVol = m_anRandomTable[2];
- maxDist = SQR(SOUND_INTENSITY);
- m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = GunIndex++;
- emittingVol = emittingVol % 15 + 65;
- if (GunIndex > 58)
- GunIndex = 53;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
- m_sQueueSample.m_nReleasingVolumeModificator = 3;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
+ CVehicle* playerVeh;
+ CPlayerPed* playerPed;
+
+ switch (params->m_pVehicle->m_modelIndex) {
+ case MI_HUNTER:
+ case MI_CHOPPER:
+ case MI_SEASPAR:
+ case MI_SPARROW:
+ case MI_MAVERICK:
+ case MI_VCNMAV:
+ if (params->m_pVehicle->m_modelIndex == MI_HUNTER) {
+ if (Pads[0].GetHandBrake() == 0) {
+ playerVeh = FindPlayerVehicle();
+ playerPed = FindPlayerPed();
+ if (playerVeh == 0 && playerPed != 0) {
+ if (playerPed->m_attachedTo != nil && playerPed->m_attachedTo->GetType() == ENTITY_TYPE_VEHICLE)
+ playerVeh = (CVehicle*)playerPed->m_attachedTo;
+ }
+ if (playerVeh != params->m_pVehicle) {
+ m_sQueueSample.m_nSampleIndex = SFX_M60_LEFT;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ } else {
+ m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ }
+ } else {
+ m_sQueueSample.m_nSampleIndex = SFX_M60_LEFT;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ }
+ } else {
+ m_sQueueSample.m_nSampleIndex = SFX_M60_LEFT;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ }
+ maxDist = SQR(SOUND_INTENSITY);
+ m_sQueueSample.m_nCounter = GunIndex++;
+ emittingVol = MAX_VOLUME;
+ if (GunIndex > 58)
+ GunIndex = 53;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M60_LEFT);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ m_sQueueSample.m_nReleasingVolumeModificator = 2;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
+ m_sQueueSample.m_bRequireReflection = true;
+ isHeli = true;
+ break;
+ default:
+ maxDist = SQR(SOUND_INTENSITY);
+ m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = GunIndex++;
+ emittingVol = m_anRandomTable[2] % 15 + 65;
+ if (GunIndex > 58)
+ GunIndex = 53;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ m_sQueueSample.m_nReleasingVolumeModificator = 3;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
+ m_sQueueSample.m_bRequireReflection = true;
+ break;
+ }
break;
}
case SOUND_WEAPON_HIT_VEHICLE: {
@@ -2959,14 +3044,12 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
maxDist = SQR(SOUND_INTENSITY);
break;
}
- case SOUND_PED_HELI_PLAYER_FOUND:
- pedParams.m_pPed = nil;
- pedParams.m_bDistanceCalculated = false;
- pedParams.m_fDistance = 0.0f;
+ case SOUND_PED_HELI_PLAYER_FOUND: {
pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
pedParams.m_fDistance = params->m_fDistance;
SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND);
continue;
+ }
/* case SOUND_PED_BODYCAST_HIT:
pedParams.m_pPed = nil;
pedParams.m_bDistanceCalculated = false;
@@ -2975,8 +3058,17 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
pedParams.m_fDistance = params->m_fDistance;
SetupPedComments(&pedParams, SOUND_PED_BODYCAST_HIT);
continue; */
+ case SOUND_115: {
+ pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
+ pedParams.m_fDistance = params->m_fDistance;
+ SetupPedComments(&pedParams, SOUND_115);
+ }
case SOUND_WATER_FALL: {
const float SOUND_INTENSITY = 40.0f;
+ static uint32 WaterFallFrame = 0;
+ if (m_FrameCounter <= WaterFallFrame)
+ continue;
+ WaterFallFrame = m_FrameCounter + 6;
m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 15;
@@ -2995,10 +3087,10 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 48;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1) + RandomDisplacement(600);
+ m_sQueueSample.m_nFrequency = RandomDisplacement(6000) + 16000;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_fSoundIntensity = 40.0f;
+ m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
++CrunchOffset;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[4] % 20 + 55;
@@ -3009,14 +3101,15 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case SOUND_CAR_PED_COLLISION: {
const float SOUND_INTENSITY = 40.0f;
vol = Min(20.0f, m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]);
- emittingVol = (vol / 20.0f * 127.f);
- if (!emittingVol)
+ emittingVol = Min(127, (3 * (vol / 20.0f * 127.f)) / 2);
+ if (emittingVol == 0)
continue;
- m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] & 3) + SFX_FIGHT_1;
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 50;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@@ -3041,8 +3134,36 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bReverbFlag = true;
+ if (isHeli) {
+ if (0.2f * m_sQueueSample.m_fSoundIntensity > m_sQueueSample.m_fDistance) {
+ m_sQueueSample.m_bIs2D = true;
+ m_sQueueSample.m_nOffset = 0;
+ AddSampleToRequestedQueue();
+ m_sQueueSample.m_nOffset = 127;
+ m_sQueueSample.m_nSampleIndex++;
+ m_sQueueSample.m_nCounter = GunIndex++;
+ if (GunIndex > 58)
+ GunIndex = 53;
+ m_sQueueSample.m_bRequireReflection = 0;
+ AddSampleToRequestedQueue();
+ continue;
+ }
+ isHeli = false;
+ }
m_sQueueSample.m_bIs2D = false;
AddSampleToRequestedQueue();
+/* looks like this code ca't be reached(originaly it exist bcs used goto)
+ if (isHeli) {
+ m_sQueueSample.m_nOffset = 127;
+ m_sQueueSample.m_nSampleIndex++;
+ m_sQueueSample.m_nCounter = GunIndex++;
+ if (GunIndex > 58)
+ GunIndex = 53;
+ m_sQueueSample.m_bRequireReflection = 0;
+ AddSampleToRequestedQueue();
+ }*/
+ continue;
+
}
}
}