siren and horn
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@@ -298,7 +298,7 @@ public:
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void PlayLoadedMissionAudio(uint8 slot); // done
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void PlayOneShot(int32 index, int16 sound, float vol); // done
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void PlaySuspectLastSeen(float x, float y, float z); //
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void PlaySuspectLastSeen(float x, float y, float z); // done
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void PlayerJustGotInCar() const; // done
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void PlayerJustLeftCar() const; // done
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void PostInitialiseGameSpecificSetup(); // done
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@@ -308,7 +308,7 @@ public:
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void PreTerminateGameSpecificShutdown(); // done
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues(); // done
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bool ProcessAirBrakes(cVehicleParams *params);
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bool ProcessAirBrakes(cVehicleParams *params); // done
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bool ProcessBoatEngine(cVehicleParams *params);
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bool ProcessBoatMovingOverWater(cVehicleParams *params);
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#ifdef GTA_BRIDGE
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@@ -359,11 +359,11 @@ public:
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bool ProcessVehicleDoors(cVehicleParams *params); // done
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void ProcessVehicleEngine(cVehicleParams *params); // done
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
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void ProcessVehicleHorn(cVehicleParams *params); //
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bool ProcessVehicleHorn(cVehicleParams *params); // done
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void ProcessVehicleOneShots(cVehicleParams *params); //
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bool ProcessVehicleReverseWarning(cVehicleParams *params); //
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bool ProcessVehicleRoadNoise(cVehicleParams *params); //
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); //
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); // done
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bool ProcessVehicleSkidding(cVehicleParams *params); //
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void ProcessWaterCannon(int32); //
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void ProcessWeather(int32 id); // done
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