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-rw-r--r--src/audio/AudioLogic.cpp4
-rw-r--r--src/peds/PedFight.cpp8
-rw-r--r--src/render/Weather.cpp8
-rw-r--r--src/vehicles/Bike.cpp2
4 files changed, 11 insertions, 11 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 8f03d66a..034e7a90 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -4354,7 +4354,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nFrequency = 20000;
AddFightSound:
{
- uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
+ uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
uint8 damagerType = soundParams & 0xFF;
uint32 weaponType = soundParams >> 8;
@@ -4402,7 +4402,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
case SOUND_WEAPON_BAT_ATTACK:
case SOUND_WEAPON_KNIFE_ATTACK:
{
- uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
+ uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
uint8 damagerType = soundParams & 0xFF;
uint32 weaponType = soundParams >> 8;
if (damagerType == ENTITY_TYPE_PED) {
diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp
index 79c6f367..9c230213 100644
--- a/src/peds/PedFight.cpp
+++ b/src/peds/PedFight.cpp
@@ -2021,9 +2021,9 @@ CPed::PlayHitSound(CPed *hitTo)
if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) {
if (m_curFightMove >= FIGHTMOVE_MELEE1) {
if (m_curFightMove == FIGHTMOVE_MELEE3) {
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | 3);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
} else {
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | 3);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
}
return;
}
@@ -2048,7 +2048,7 @@ CPed::PlayHitSound(CPed *hitTo)
}
if (soundId != NO_SND)
- DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | 3);
+ DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED);
}
// --MIAMI: Done
@@ -3567,7 +3567,7 @@ CPed::CollideWithPed(CPed *collideWith)
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
if (m_nPedState == PED_ATTACK)
- DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f);
}
} else {
// We're at his right side
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
index 52e93951..17c45fcd 100644
--- a/src/render/Weather.cpp
+++ b/src/render/Weather.cpp
@@ -226,15 +226,15 @@ void CWeather::Update(void)
// Rain
float fNewRain;
if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) {
- // if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
- fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f;
+ // if raining for >1 hour, values: 0, 0.33, switching every ~16.5s
+ fNewRain = (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.33f;
if (OldWeatherType != WEATHER_RAINY && OldWeatherType != WEATHER_HURRICANE) {
if (InterpolationValue < 0.4f)
// if rain has just started (<24 minutes), always 0.5
fNewRain = 0.5f;
else
- // if rain is ongoing for >24 minutes, values: 0.25, 0.5, 0.75, 1.0, switching every ~16.5s
- fNewRain = 0.25f + ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.25f;
+ // if rain is ongoing for >24 minutes, values: 0.25, 0.5, switching every ~16.5s
+ fNewRain = 0.25f + (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.25f;
}
fNewRain = Max(fNewRain, 0.5f);
}
diff --git a/src/vehicles/Bike.cpp b/src/vehicles/Bike.cpp
index 0cfbedc1..19e95a6e 100644
--- a/src/vehicles/Bike.cpp
+++ b/src/vehicles/Bike.cpp
@@ -2694,7 +2694,7 @@ CBike::KnockOffRider(eWeaponType weapon, uint8 direction, CPed *ped, bool bGetBa
switch(direction){
case 0: anim = ANIM_KO_SKID_BACK; break;
case 1: anim = ANIM_KD_RIGHT; break;
- case 2: anim = ANIM_KO_SKID_FRONT; break;
+ case 2: anim = ANIM_BIKE_FALL_R; break;
case 3: anim = ANIM_KD_LEFT; break;
}
if(m_nWheelsOnGround == 0)