Remove cMissionAudio, move cAMCrime array outside of cPoliceRadioQueue (R* vision)
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@@ -123,22 +123,6 @@ public:
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VALIDATE_SIZE(cPedComments, 1164);
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class CEntity;
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class cMissionAudio
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{
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public:
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CVector m_vecPos;
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bool8 m_bPredefinedProperties;
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uint32 m_nSampleIndex;
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uint8 m_nLoadingStatus;
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uint8 m_nPlayStatus;
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bool8 m_bIsPlaying;
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int32 m_nMissionAudioCounter;
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bool8 m_bIsPlayed;
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};
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VALIDATE_SIZE(cMissionAudio, 32);
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// name made up
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class cAudioScriptObjectManager
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{
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@@ -152,6 +136,7 @@ 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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@@ -247,12 +232,23 @@ 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_nBridgeEntity;
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cMissionAudio m_sMissionAudio;
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// Mission audio stuff
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CVector m_vecMissionAudioPosition;
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bool8 m_bIsMissionAudio2D;
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uint32 m_nMissionAudioSampleIndex;
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uint8 m_nMissionAudioLoadingStatus;
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uint8 m_nMissionAudioPlayStatus;
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bool8 m_bIsMissionAudioPlaying;
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int32 m_nMissionAudioFramesToPlay;
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bool8 m_bIsMissionAudioAllowedToPlay;
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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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@@ -510,7 +506,7 @@ public:
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void SetMissionAudioLocation(float x, float y, float z);
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void PlayLoadedMissionAudio();
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bool8 IsMissionAudioSampleFinished();
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bool8 IsMissionAudioSamplePlaying() { return m_sMissionAudio.m_nPlayStatus == PLAY_STATUS_PLAYING; }
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bool8 IsMissionAudioSamplePlaying() { return m_nMissionAudioPlayStatus == PLAY_STATUS_PLAYING; }
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bool8 ShouldDuckMissionAudio() { return IsMissionAudioSamplePlaying(); }
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void ClearMissionAudio();
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void ProcessMissionAudio();
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