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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:
commit
fae4c73ad3
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@ -14,7 +14,7 @@ such that we have a working game at all times.
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## How can I try it?
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## How can I try it?
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- re3 requires game assets to work, so you **must** own a copy of GTA III.
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- 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/).
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- Build re3 or download it from one of the above links (Debug or Release).
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- Build re3 or download it from one of the above links (Debug or Release).
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- (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.
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- (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.
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- Move re3.exe to GTA 3 directory and run it.
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- Move re3.exe to GTA 3 directory and run it.
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@ -6,7 +6,7 @@
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cSampleManager SampleManager;
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cSampleManager SampleManager;
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bool _bSampmanInitialised = false;
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bool _bSampmanInitialised = false;
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uint32 BankStartOffset[MAX_SAMPLEBANKS];
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uint32 BankStartOffset[MAX_SFX_BANKS];
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uint32 nNumMP3s;
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uint32 nNumMP3s;
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cSampleManager::cSampleManager(void)
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cSampleManager::cSampleManager(void)
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@ -136,20 +136,20 @@ cSampleManager::SetMonoMode(uint8 nMode)
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bool
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bool
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cSampleManager::LoadSampleBank(uint8 nBank)
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cSampleManager::LoadSampleBank(uint8 nBank)
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{
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{
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ASSERT( nBank < MAX_SAMPLEBANKS );
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ASSERT( nBank < MAX_SFX_BANKS );
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return false;
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return false;
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}
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}
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void
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void
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cSampleManager::UnloadSampleBank(uint8 nBank)
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cSampleManager::UnloadSampleBank(uint8 nBank)
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{
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{
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ASSERT( nBank < MAX_SAMPLEBANKS );
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ASSERT( nBank < MAX_SFX_BANKS );
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}
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}
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bool
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bool
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cSampleManager::IsSampleBankLoaded(uint8 nBank)
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cSampleManager::IsSampleBankLoaded(uint8 nBank)
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{
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{
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ASSERT( nBank < MAX_SAMPLEBANKS );
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ASSERT( nBank < MAX_SFX_BANKS );
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return false;
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return false;
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}
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}
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@ -179,7 +179,7 @@ cSampleManager::LoadPedComment(uint32 nComment)
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int32
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int32
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cSampleManager::GetBankContainingSound(uint32 offset)
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cSampleManager::GetBankContainingSound(uint32 offset)
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{
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{
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return SAMPLEBANK_INVALID;
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return INVALID_SFX_BANK;
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}
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}
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int32
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int32
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@ -2523,8 +2523,10 @@ WinMain(HINSTANCE instance,
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{
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{
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if ( gGameState == GS_PLAYING_GAME )
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if ( gGameState == GS_PLAYING_GAME )
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CGame::ShutDown();
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CGame::ShutDown();
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#ifndef MASTER
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else if ( gGameState == GS_ANIMVIEWER )
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else if ( gGameState == GS_ANIMVIEWER )
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CAnimViewer::Shutdown();
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CAnimViewer::Shutdown();
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#endif
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CTimer::Stop();
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CTimer::Stop();
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@ -2548,8 +2550,10 @@ WinMain(HINSTANCE instance,
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if ( gGameState == GS_PLAYING_GAME )
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if ( gGameState == GS_PLAYING_GAME )
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CGame::ShutDown();
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CGame::ShutDown();
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#ifndef MASTER
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else if ( gGameState == GS_ANIMVIEWER )
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else if ( gGameState == GS_ANIMVIEWER )
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CAnimViewer::Shutdown();
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CAnimViewer::Shutdown();
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#endif
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DMAudio.Terminate();
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DMAudio.Terminate();
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