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Fix cAudioScriptObject
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Sergeanur committed Aug 20, 2020
1 parent a9a1bf5 commit 0f5a77129225e2ff6587941dc11661b175df1f15
Showing with 15 additions and 2 deletions.
  1. +10 −0 src/audio/AudioScriptObject.cpp
  2. +3 −0 src/audio/AudioScriptObject.h
  3. +2 −2 src/audio/DMAudio.cpp
@@ -4,6 +4,16 @@
#include "Pools.h" #include "Pools.h"
#include "DMAudio.h" #include "DMAudio.h"


cAudioScriptObject::cAudioScriptObject()
{
Reset();
};

cAudioScriptObject::~cAudioScriptObject()
{
Reset();
};

void void
cAudioScriptObject::Reset() cAudioScriptObject::Reset()
{ {
@@ -7,6 +7,9 @@ class cAudioScriptObject
CVector Posn; CVector Posn;
int32 AudioEntity; int32 AudioEntity;


cAudioScriptObject();
~cAudioScriptObject();

void Reset(); /// ok void Reset(); /// ok


static void* operator new(size_t); static void* operator new(size_t);
@@ -203,7 +203,7 @@ cDMAudio::ReportCrime(eCrimeType crime, const CVector &pos)
int32 int32
cDMAudio::CreateLoopingScriptObject(cAudioScriptObject *scriptObject) cDMAudio::CreateLoopingScriptObject(cAudioScriptObject *scriptObject)
{ {
int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, (CPhysical *)scriptObject); int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, scriptObject);


if ( AEHANDLE_IS_OK(audioEntity) ) if ( AEHANDLE_IS_OK(audioEntity) )
AudioManager.SetEntityStatus(audioEntity, true); AudioManager.SetEntityStatus(audioEntity, true);
@@ -220,7 +220,7 @@ cDMAudio::DestroyLoopingScriptObject(int32 audioEntity)
void void
cDMAudio::CreateOneShotScriptObject(cAudioScriptObject *scriptObject) cDMAudio::CreateOneShotScriptObject(cAudioScriptObject *scriptObject)
{ {
int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, (CPhysical *)scriptObject); int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, scriptObject);


if ( AEHANDLE_IS_OK(audioEntity) ) if ( AEHANDLE_IS_OK(audioEntity) )
{ {

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