SA-MP/saco/audiostream.cpp
RD42 988a8d3686 backup
for safekeeping
2024-09-27 23:11:36 +08:00

118 lines
2.2 KiB
C++

#include "main.h"
extern CGame *pGame;
VECTOR g_vecStreamingPos;
//----------------------------------------------------
BOOL CAudioStream::Initialize()
{
// TODO: CAudioStream::Initialize()
return FALSE;
}
//----------------------------------------------------
BOOL CAudioStream::Stop(bool bWaitForThread)
{
// TODO: CAudioStream::Stop()
return FALSE;
}
//----------------------------------------------------
void CAudioStream::DoMeta()
{
// TODO: CAudioStream::DoMeta
}
//----------------------------------------------------
void CALLBACK CAudioStream::MetaSync(HSYNC handle, DWORD channel, DWORD data, void *user)
{
DoMeta();
}
//----------------------------------------------------
void CAudioStream::ProcessThread(PVOID v)
{
// TODO: CAudioStream::ProcessThread
}
//----------------------------------------------------
BOOL CAudioStream::Play(char *szURL, float fX, float fY, float fZ, float fDistance, bool bUsePos)
{
// TODO: CAudioStream::Play
return FALSE;
}
//----------------------------------------------------
void CAudioStream::HandleGameAudio()
{
// TODO: CAudioStream::HandleGameAudio()
}
//----------------------------------------------------
void CAudioStream::Draw()
{
// TODO: CAudioStream::Draw()
}
//----------------------------------------------------
void FUNC_10066B90(PVECTOR in, PVECTOR out)
{
out->X = -in->X;
out->Y = in->Z;
out->Z = in->Y;
}
void FUNC_10066BB0(PVECTOR in, PVECTOR out)
{
out->X = in->X;
out->Y = -in->Z;
out->Z = -in->Y;
}
void CAudioStream::Test3D()
{
CPlayerPed* pPlayerPed = pGame->FindPlayerPed();
if(!pPlayerPed) return;
CAMERA_AIM *Aim = pPlayerPed->GetCurrentAim();
VECTOR vecResult;
VECTOR vecFront;
VECTOR vecPos;
BASS_3DVECTOR front;
BASS_3DVECTOR vel;
vecFront.X = Aim->f1x;
vecFront.Y = Aim->f1y;;
vecFront.Z = Aim->f1z;
vecPos.X = Aim->pos1x;
vecPos.Y = Aim->pos1y;
vecPos.Z = Aim->pos1z;
FUNC_10066BB0(&vecFront, &vecResult);
front.x = vecResult.X;
front.y = vecResult.Y;
front.z = vecResult.Z;
FUNC_10066B90(&vecPos, &vecResult);
vecFront.X = vecResult.X;
vecFront.Y = vecResult.Y;
vecFront.Z = vecResult.Z;
FUNC_10066B90(&g_vecStreamingPos, &vecResult);
}
//----------------------------------------------------