1
0
Fork 0
mirror of https://github.com/halpz/re3.git synced 2024-12-24 17:55:29 +00:00

Merge remote-tracking branch 'origin/master' into miami

# Conflicts:
#	premake5.lua
#	src/audio/AudioLogic.cpp
#	src/audio/AudioManager.h
#	src/audio/MusicManager.cpp
#	src/audio/sampman.h
#	src/audio/sampman_oal.cpp
#	src/control/CarCtrl.cpp
#	src/control/Replay.cpp
#	src/control/Script.cpp
#	src/core/Camera.cpp
#	src/core/Frontend.cpp
#	src/core/Frontend.h
#	src/core/Game.cpp
#	src/core/MenuScreens.cpp
#	src/core/config.h
#	src/core/main.cpp
#	src/core/re3.cpp
#	src/math/Matrix.cpp
#	src/math/Matrix.h
#	src/math/Vector2D.h
#	src/peds/Ped.cpp
#	src/render/Credits.cpp
#	src/render/Hud.cpp
#	src/render/Skidmarks.cpp
#	src/weapons/Weapon.cpp
This commit is contained in:
Sergeanur 2020-09-30 02:25:30 +03:00
commit fae4c73ad3
3 changed files with 10 additions and 6 deletions

View file

@ -14,7 +14,7 @@ such that we have a working game at all times.
## How can I try it? ## 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). - 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. - (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. - Move re3.exe to GTA 3 directory and run it.

View file

@ -6,7 +6,7 @@
cSampleManager SampleManager; cSampleManager SampleManager;
bool _bSampmanInitialised = false; bool _bSampmanInitialised = false;
uint32 BankStartOffset[MAX_SAMPLEBANKS]; uint32 BankStartOffset[MAX_SFX_BANKS];
uint32 nNumMP3s; uint32 nNumMP3s;
cSampleManager::cSampleManager(void) cSampleManager::cSampleManager(void)
@ -136,20 +136,20 @@ cSampleManager::SetMonoMode(uint8 nMode)
bool bool
cSampleManager::LoadSampleBank(uint8 nBank) cSampleManager::LoadSampleBank(uint8 nBank)
{ {
ASSERT( nBank < MAX_SAMPLEBANKS ); ASSERT( nBank < MAX_SFX_BANKS );
return false; return false;
} }
void void
cSampleManager::UnloadSampleBank(uint8 nBank) cSampleManager::UnloadSampleBank(uint8 nBank)
{ {
ASSERT( nBank < MAX_SAMPLEBANKS ); ASSERT( nBank < MAX_SFX_BANKS );
} }
bool bool
cSampleManager::IsSampleBankLoaded(uint8 nBank) cSampleManager::IsSampleBankLoaded(uint8 nBank)
{ {
ASSERT( nBank < MAX_SAMPLEBANKS ); ASSERT( nBank < MAX_SFX_BANKS );
return false; return false;
} }
@ -179,7 +179,7 @@ cSampleManager::LoadPedComment(uint32 nComment)
int32 int32
cSampleManager::GetBankContainingSound(uint32 offset) cSampleManager::GetBankContainingSound(uint32 offset)
{ {
return SAMPLEBANK_INVALID; return INVALID_SFX_BANK;
} }
int32 int32

View file

@ -2523,8 +2523,10 @@ WinMain(HINSTANCE instance,
{ {
if ( gGameState == GS_PLAYING_GAME ) if ( gGameState == GS_PLAYING_GAME )
CGame::ShutDown(); CGame::ShutDown();
#ifndef MASTER
else if ( gGameState == GS_ANIMVIEWER ) else if ( gGameState == GS_ANIMVIEWER )
CAnimViewer::Shutdown(); CAnimViewer::Shutdown();
#endif
CTimer::Stop(); CTimer::Stop();
@ -2548,8 +2550,10 @@ WinMain(HINSTANCE instance,
if ( gGameState == GS_PLAYING_GAME ) if ( gGameState == GS_PLAYING_GAME )
CGame::ShutDown(); CGame::ShutDown();
#ifndef MASTER
else if ( gGameState == GS_ANIMVIEWER ) else if ( gGameState == GS_ANIMVIEWER )
CAnimViewer::Shutdown(); CAnimViewer::Shutdown();
#endif
DMAudio.Terminate(); DMAudio.Terminate();