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https://github.com/perfect-dark-pc-port/perfect_dark.git
synced 2026-10-24 00:02:43 +02:00
Merge struct audiohandle and struct sndstate
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@@ -55,7 +55,7 @@
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u32 var8009d0d0[2];
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s32 var8009d0d8;
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u32 var8009d0dc;
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struct audiohandle *g_BgunAudioHandles[4];
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struct sndstate *g_BgunAudioHandles[4];
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u32 var8009d0f0;
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u32 var8009d0f4;
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u32 var8009d0f8;
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@@ -117,7 +117,7 @@ u32 var8009d14c;
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u32 var8009d0d0[2];
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s32 var8009d0d8;
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struct audiohandle *g_BgunAudioHandles[4];
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struct sndstate *g_BgunAudioHandles[4];
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struct fireslot g_Fireslots[NUM_FIRESLOTS];
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u32 fill2[1];
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#endif
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@@ -6908,7 +6908,7 @@ const char var7f1ab898[] = "rofftime";
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// }
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//
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// if (playsound) {
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// struct audiohandle *handle;
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// struct sndstate *handle;
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//
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//#if VERSION >= VERSION_NTSC_1_0
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// OSPri prevpri = osGetThreadPri(0);
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@@ -7748,10 +7748,10 @@ s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand
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#if VERSION >= VERSION_NTSC_1_0
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OSPri prevpri = osGetThreadPri(0);
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struct audiohandle *handle;
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struct sndstate *handle;
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osSetThreadPri(0, osGetThreadPri(&g_AudioManager.thread) + 1);
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#else
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struct audiohandle *handle;
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struct sndstate *handle;
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#endif
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handle = sndStart(var80095200, SFX_HIT_WATER, NULL, -1, -1, -1, -1, -1);
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@@ -7774,10 +7774,10 @@ s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand
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#if VERSION >= VERSION_NTSC_1_0
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OSPri prevpri = osGetThreadPri(0);
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struct audiohandle *handle;
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struct sndstate *handle;
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osSetThreadPri(0, osGetThreadPri(&g_AudioManager.thread) + 1);
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#else
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struct audiohandle *handle;
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struct sndstate *handle;
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#endif
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handle = sndStart(var80095200, SFX_FIREEMPTY, NULL, -1, -1, -1, -1, -1);
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@@ -8135,21 +8135,21 @@ s32 bgunTickIncChangeGun(struct handweaponinfo *info, s32 handnum, struct hand *
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&& !g_PlayerInvincible
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&& !g_Vars.currentplayer->isdead) {
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#if VERSION >= VERSION_NTSC_1_0
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struct audiohandle *handle1;
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struct sndstate *handle1;
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f32 speed1;
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struct audiohandle *handle2;
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struct sndstate *handle2;
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OSPri prevpri1;
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f32 speed2;
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OSPri prevpri2;
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struct audiohandle *handle3;
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struct sndstate *handle3;
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f32 speed3;
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OSPri prevpri3;
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#else
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struct audiohandle *handle1;
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struct sndstate *handle1;
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f32 speed1;
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struct audiohandle *handle2;
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struct sndstate *handle2;
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f32 speed2;
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struct audiohandle *handle3;
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struct sndstate *handle3;
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f32 speed3;
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#endif
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@@ -27168,7 +27168,7 @@ glabel var7f1aca90
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/**
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* Find and return an available audio handle out of a pool of four.
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*/
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struct audiohandle **bgunAllocateAudioHandle(void)
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struct sndstate **bgunAllocateAudioHandle(void)
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{
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s32 i;
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@@ -27186,7 +27186,7 @@ void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum)
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#if VERSION >= VERSION_NTSC_1_0
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u32 rand1 = random();
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u32 rand2 = random();
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struct audiohandle **handle;
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struct sndstate **handle;
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if (g_Vars.lvupdate240 <= 0) {
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return;
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@@ -27331,7 +27331,7 @@ void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum)
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#else
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u32 rand1 = random();
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u32 rand2 = random();
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struct audiohandle **handle;
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struct sndstate **handle;
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if (g_Vars.lvupdate240 <= 0) {
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return;
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@@ -27465,7 +27465,7 @@ void bgunPlayPropHitSound(struct gset *gset, struct prop *prop, s32 texturenum)
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void bgun0f0a8404(struct coord *pos, s16 *rooms, s32 arg2)
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{
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if (g_Vars.lvupdate240 > 0) {
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struct audiohandle **handle = bgunAllocateAudioHandle();
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struct sndstate **handle = bgunAllocateAudioHandle();
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if (handle) {
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sndStart(var80095200, SFX_HIT_GLASS, handle, -1, -1, -1, -1, -1);
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@@ -27480,7 +27480,7 @@ void bgun0f0a8404(struct coord *pos, s16 *rooms, s32 arg2)
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void bgunPlayBgHitSound(struct gset *gset, struct coord *arg1, s32 texturenum, s16 *arg3)
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{
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#if VERSION >= VERSION_NTSC_1_0
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struct audiohandle **handle;
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struct sndstate **handle;
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u32 rand1 = random();
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u32 rand2 = random();
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bool playdefault;
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@@ -27579,7 +27579,7 @@ void bgunPlayBgHitSound(struct gset *gset, struct coord *arg1, s32 texturenum, s
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}
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}
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#else
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struct audiohandle **handle;
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struct sndstate **handle;
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u32 rand1 = random();
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u32 rand2 = random();
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s16 soundnum;
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