Refactoring; Added all sounds from all TR; Removed trash legacy functions for skinning and meshes processing; New skinning procedure, without fixed arrays; Code cleaning; Decompiled LoadSamples; Dynamic size sound map;

This commit is contained in:
MontyTRC89 2020-03-02 09:49:11 +01:00
parent 49070202eb
commit ac7d6b95f7
32 changed files with 1510 additions and 279 deletions

View file

@ -300,7 +300,7 @@ void StargateControl(short itemNum)
if (TriggerActive(item))
{
SoundEffect(SFX_TR4_STARGATE_SWIRL_ID23, &item->pos, 0);
SoundEffect(SFX_TR4_STARGATE_SWIRL, &item->pos, 0);
item->itemFlags[0] = 57521664;
AnimateItem(item);
}
@ -563,8 +563,8 @@ void SlicerDicerControl(short itemNum)
{
ITEM_INFO* item = &Items[itemNum];
SoundEffect(SFX_TR4_METAL_SCRAPE_LOOP_2_ID20, &item->pos, 0);
SoundEffect(SFX_TR4_METAL_SCRAPE_LOOP_1_ID12, &item->pos, 0);
SoundEffect(SFX_TR4_METAL_SCRAPE_LOOP1, &item->pos, 0);
SoundEffect(SFX_TR4_METAL_SCRAPE_LOOP, &item->pos, 0);
int factor = (9 * COS(item->triggerFlags) << 9 >> W2V_SHIFT) * COS(item->pos.yRot) >> W2V_SHIFT;
@ -735,7 +735,7 @@ void MineCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
l->currentAnimState = 8;
l->speed = 0;
SoundEffect(SFX_TR4_MINE_EXPLOSION_OVERLAY_ID103, &item->pos, 0);
SoundEffect(SFX_TR4_MINE_EXP_OVERLAY, &item->pos, 0);
}
}
else
@ -772,7 +772,7 @@ void MineCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
KillItem(i);
if (!(GetRandomControl() & 3))
SoundEffect(SFX_TR4_MINE_EXPLOSION_OVERLAY_ID103, &currentItem->pos, 0);
SoundEffect(SFX_TR4_MINE_EXP_OVERLAY, &currentItem->pos, 0);
currentItem->status = ITEM_INVISIBLE;
}
@ -846,7 +846,7 @@ void SentryGunControl(short itemNum)
{
if (info.distance < SQUARE(9 * WALL_SIZE))
{
if (!ObjectInInventory(ID_PUZZLE_ITEM5) &&
if (!g_Inventory->IsObjectPresentInInventory(ID_PUZZLE_ITEM5) &&
!item->itemFlags[0])
{
if (info.distance <= SQUARE(2048))
@ -862,7 +862,7 @@ void SentryGunControl(short itemNum)
item->itemFlags[0] = 2;
ShotLara(item, &info, &sentryGunBite, creature->jointRotation[0], 5);
SoundEffect(SFX_TR4_AUTOGUNS_ID358, &item->pos, 0);
SoundEffect(SFX_TR4_AUTOGUNS, &item->pos, 0);
item->itemFlags[2] += 256;
if (item->itemFlags[2] > 6144)