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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
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Sergeanur committed Sep 29, 2020
2 parents 73e4350 + 8235fe0 commit fae4c73ad3789de055b516c94dfaeda573c3050f
Showing with 10 additions and 6 deletions.
  1. +1 −1 README.md
  2. +5 −5 src/audio/sampman_null.cpp
  3. +4 −0 src/skel/win/win.cpp
@@ -14,7 +14,7 @@ such that we have a working game at all times.

## How can I try it?

- re3 requires game assets to work, so you **must** own a copy of GTA III.
- 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/).
- Build re3 or download it from one of the above links (Debug or Release).
- (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.
- Move re3.exe to GTA 3 directory and run it.
@@ -6,7 +6,7 @@
cSampleManager SampleManager;
bool _bSampmanInitialised = false;

uint32 BankStartOffset[MAX_SAMPLEBANKS];
uint32 BankStartOffset[MAX_SFX_BANKS];
uint32 nNumMP3s;

cSampleManager::cSampleManager(void)
@@ -136,20 +136,20 @@ cSampleManager::SetMonoMode(uint8 nMode)
bool
cSampleManager::LoadSampleBank(uint8 nBank)
{
ASSERT( nBank < MAX_SAMPLEBANKS );
ASSERT( nBank < MAX_SFX_BANKS );
return false;
}

void
cSampleManager::UnloadSampleBank(uint8 nBank)
{
ASSERT( nBank < MAX_SAMPLEBANKS );
ASSERT( nBank < MAX_SFX_BANKS );
}

bool
cSampleManager::IsSampleBankLoaded(uint8 nBank)
{
ASSERT( nBank < MAX_SAMPLEBANKS );
ASSERT( nBank < MAX_SFX_BANKS );

return false;
}
@@ -179,7 +179,7 @@ cSampleManager::LoadPedComment(uint32 nComment)
int32
cSampleManager::GetBankContainingSound(uint32 offset)
{
return SAMPLEBANK_INVALID;
return INVALID_SFX_BANK;
}

int32
@@ -2523,8 +2523,10 @@ WinMain(HINSTANCE instance,
{
if ( gGameState == GS_PLAYING_GAME )
CGame::ShutDown();
#ifndef MASTER
else if ( gGameState == GS_ANIMVIEWER )
CAnimViewer::Shutdown();
#endif

CTimer::Stop();

@@ -2548,8 +2550,10 @@ WinMain(HINSTANCE instance,

if ( gGameState == GS_PLAYING_GAME )
CGame::ShutDown();
#ifndef MASTER
else if ( gGameState == GS_ANIMVIEWER )
CAnimViewer::Shutdown();
#endif

DMAudio.Terminate();

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