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https://github.com/dashr9230/SA-MP.git
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988a8d3686
for safekeeping
118 lines
2.2 KiB
C++
118 lines
2.2 KiB
C++
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#include "main.h"
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extern CGame *pGame;
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VECTOR g_vecStreamingPos;
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//----------------------------------------------------
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BOOL CAudioStream::Initialize()
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{
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// TODO: CAudioStream::Initialize()
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return FALSE;
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}
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//----------------------------------------------------
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BOOL CAudioStream::Stop(bool bWaitForThread)
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{
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// TODO: CAudioStream::Stop()
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return FALSE;
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}
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//----------------------------------------------------
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void CAudioStream::DoMeta()
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{
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// TODO: CAudioStream::DoMeta
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}
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//----------------------------------------------------
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void CALLBACK CAudioStream::MetaSync(HSYNC handle, DWORD channel, DWORD data, void *user)
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{
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DoMeta();
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}
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//----------------------------------------------------
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void CAudioStream::ProcessThread(PVOID v)
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{
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// TODO: CAudioStream::ProcessThread
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}
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//----------------------------------------------------
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BOOL CAudioStream::Play(char *szURL, float fX, float fY, float fZ, float fDistance, bool bUsePos)
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{
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// TODO: CAudioStream::Play
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return FALSE;
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}
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//----------------------------------------------------
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void CAudioStream::HandleGameAudio()
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{
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// TODO: CAudioStream::HandleGameAudio()
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}
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//----------------------------------------------------
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void CAudioStream::Draw()
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{
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// TODO: CAudioStream::Draw()
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}
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//----------------------------------------------------
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void FUNC_10066B90(PVECTOR in, PVECTOR out)
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{
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out->X = -in->X;
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out->Y = in->Z;
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out->Z = in->Y;
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}
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void FUNC_10066BB0(PVECTOR in, PVECTOR out)
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{
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out->X = in->X;
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out->Y = -in->Z;
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out->Z = -in->Y;
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}
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void CAudioStream::Test3D()
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{
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CPlayerPed* pPlayerPed = pGame->FindPlayerPed();
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if(!pPlayerPed) return;
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CAMERA_AIM *Aim = pPlayerPed->GetCurrentAim();
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VECTOR vecResult;
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VECTOR vecFront;
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VECTOR vecPos;
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BASS_3DVECTOR front;
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BASS_3DVECTOR vel;
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vecFront.X = Aim->f1x;
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vecFront.Y = Aim->f1y;;
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vecFront.Z = Aim->f1z;
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vecPos.X = Aim->pos1x;
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vecPos.Y = Aim->pos1y;
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vecPos.Z = Aim->pos1z;
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FUNC_10066BB0(&vecFront, &vecResult);
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front.x = vecResult.X;
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front.y = vecResult.Y;
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front.z = vecResult.Z;
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FUNC_10066B90(&vecPos, &vecResult);
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vecFront.X = vecResult.X;
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vecFront.Y = vecResult.Y;
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vecFront.Z = vecResult.Z;
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FUNC_10066B90(&g_vecStreamingPos, &vecResult);
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}
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//----------------------------------------------------
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