diff options
-rw-r--r-- | README.md | 2 | ||||
-rw-r--r-- | src/audio/sampman_null.cpp | 10 | ||||
-rw-r--r-- | src/skel/win/win.cpp | 4 |
3 files changed, 10 insertions, 6 deletions
@@ -14,7 +14,7 @@ such that we have a working game at all times. ## How can I try it? -- re3 requires game assets to work, so you **must** own a copy of GTA III. +- re3 requires game assets to work, so you **must** own [a copy of GTA III](https://store.steampowered.com/app/12100/Grand_Theft_Auto_III/). - Build re3 or download it from one of the above links (Debug or Release). - (Optional) If you want to use optional features like Russian language or menu map, copy the files in /gamefiles folder to your game root folder. - Move re3.exe to GTA 3 directory and run it. diff --git a/src/audio/sampman_null.cpp b/src/audio/sampman_null.cpp index 7aab0d09..e9a9eaa1 100644 --- a/src/audio/sampman_null.cpp +++ b/src/audio/sampman_null.cpp @@ -6,7 +6,7 @@ cSampleManager SampleManager; bool _bSampmanInitialised = false; -uint32 BankStartOffset[MAX_SAMPLEBANKS]; +uint32 BankStartOffset[MAX_SFX_BANKS]; uint32 nNumMP3s; cSampleManager::cSampleManager(void) @@ -136,20 +136,20 @@ cSampleManager::SetMonoMode(uint8 nMode) bool cSampleManager::LoadSampleBank(uint8 nBank) { - ASSERT( nBank < MAX_SAMPLEBANKS ); + ASSERT( nBank < MAX_SFX_BANKS ); return false; } void cSampleManager::UnloadSampleBank(uint8 nBank) { - ASSERT( nBank < MAX_SAMPLEBANKS ); + ASSERT( nBank < MAX_SFX_BANKS ); } bool cSampleManager::IsSampleBankLoaded(uint8 nBank) { - ASSERT( nBank < MAX_SAMPLEBANKS ); + ASSERT( nBank < MAX_SFX_BANKS ); return false; } @@ -179,7 +179,7 @@ cSampleManager::LoadPedComment(uint32 nComment) int32 cSampleManager::GetBankContainingSound(uint32 offset) { - return SAMPLEBANK_INVALID; + return INVALID_SFX_BANK; } int32 diff --git a/src/skel/win/win.cpp b/src/skel/win/win.cpp index 5d67d343..1f609553 100644 --- a/src/skel/win/win.cpp +++ b/src/skel/win/win.cpp @@ -2523,8 +2523,10 @@ WinMain(HINSTANCE instance, { if ( gGameState == GS_PLAYING_GAME ) CGame::ShutDown(); +#ifndef MASTER else if ( gGameState == GS_ANIMVIEWER ) CAnimViewer::Shutdown(); +#endif CTimer::Stop(); @@ -2548,8 +2550,10 @@ WinMain(HINSTANCE instance, if ( gGameState == GS_PLAYING_GAME ) CGame::ShutDown(); +#ifndef MASTER else if ( gGameState == GS_ANIMVIEWER ) CAnimViewer::Shutdown(); +#endif DMAudio.Terminate(); |