Skip to content
This repository has been archived by the owner. It is now read-only.
Permalink
Browse files
Fix cAudioScriptObject
  • Loading branch information
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 "DMAudio.h"

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

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

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

cAudioScriptObject();
~cAudioScriptObject();

void Reset(); /// ok

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

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

if ( AEHANDLE_IS_OK(audioEntity) )
{

0 comments on commit 0f5a771

Please sign in to comment.