Remove cMissionAudio, move cAMCrime array outside of cPoliceRadioQueue (R* vision)
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@@ -119,27 +119,8 @@ public:
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VALIDATE_SIZE(cPedComments, 0x490);
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class CEntity;
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#define MISSION_AUDIO_SLOTS (2)
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// So instead of doing cMissionAudio [2] they've added [2] to every field of the struct...
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// Only someone with a VERY EXTRAORDINARY mind could have come up with that
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class cMissionAudio
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{
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public:
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CVector m_vecPos[MISSION_AUDIO_SLOTS];
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bool8 m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
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uint32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
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uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
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uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
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bool8 m_bIsPlaying[MISSION_AUDIO_SLOTS];
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int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
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bool8 m_bIsPlayed[MISSION_AUDIO_SLOTS];
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bool8 m_bIsMobile[MISSION_AUDIO_SLOTS];
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};
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VALIDATE_SIZE(cMissionAudio, 0x38);
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// name made up
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class cAudioScriptObjectManager
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{
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@@ -153,6 +134,7 @@ public:
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class cTransmission;
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class CEntity;
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class CPlane;
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class CVehicle;
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class CPed;
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@@ -263,7 +245,7 @@ public:
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bool8 m_bIsPlayerShutUp;
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uint8 m_nPlayerMood;
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uint32 m_nPlayerMoodTimer;
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uint8 field_rest[4];
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uint32 field_4B38_vc;
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bool8 m_bGenericSfx;
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cPedComments m_sPedComments;
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@@ -271,17 +253,31 @@ public:
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int32 m_nWaterCannonEntity;
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int32 m_nPoliceChannelEntity;
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cPoliceRadioQueue m_sPoliceRadioQueue;
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cAMCrime m_aCrimes[10];
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int32 m_nFrontEndEntity;
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int32 m_nCollisionEntity;
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cAudioCollisionManager m_sCollisionManager;
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int32 m_nProjectileEntity;
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int32 m_nEscalatorEntity;
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int32 m_nExtraSoundsEntity;
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#ifdef GTA_BRIDGE
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int32 m_nBridgeEntity;
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#endif
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int32 m_nEscalatorEntity;
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int32 m_nExtraSoundsEntity;
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cMissionAudio m_sMissionAudio;
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uint8 field_5538; // something related to phone dialogues
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// Mission audio stuff
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// So instead of making an array of struct they've added [MISSION_AUDIO_SLOTS] to every field...
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// Only someone with a VERY EXTRAORDINARY mind could have come up with that
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CVector m_vecMissionAudioPosition[MISSION_AUDIO_SLOTS];
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bool8 m_bIsMissionAudio2D[MISSION_AUDIO_SLOTS];
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uint32 m_nMissionAudioSampleIndex[MISSION_AUDIO_SLOTS];
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uint8 m_nMissionAudioLoadingStatus[MISSION_AUDIO_SLOTS];
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uint8 m_nMissionAudioPlayStatus[MISSION_AUDIO_SLOTS];
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bool8 m_bIsMissionAudioPlaying[MISSION_AUDIO_SLOTS];
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int32 m_nMissionAudioFramesToPlay[MISSION_AUDIO_SLOTS];
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bool8 m_bIsMissionAudioAllowedToPlay[MISSION_AUDIO_SLOTS];
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bool8 m_bIsMissionAudioPhoneCall[MISSION_AUDIO_SLOTS];
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uint8 m_nGlobalSfxVolumeMultiplier; // used to lower sfx volume during phone calls
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int32 m_anRandomTable[5];
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uint8 m_nTimeSpent;
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bool8 m_nUserPause;
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