More Implements

-Most Vehicles and FX classes
-Vehicle classes may need more preloads for assets.
This commit is contained in:
marauder2k7 2021-09-20 13:07:50 +01:00
parent 1ea693fea6
commit 704eb27600
14 changed files with 191 additions and 147 deletions

View file

@ -45,11 +45,22 @@ struct VehicleData : public RigidShapeData
HardImpactSound,
MaxSounds,
};
SFXProfile* sound[MaxSounds];
F32 restitution;
F32 friction;
} body;
DECLARE_SOUNDASSET_ARRAY(VehicleData, VehicleBodySounds, Body::Sounds::MaxSounds)
DECLARE_SOUNDASSET_ARRAY_SETGET(VehicleData, VehicleBodySounds);
SFXProfile* getVehicleBodySoundProfile(U32 id)
{
if (mVehicleBodySoundsAsset[id] != NULL)
return mVehicleBodySoundsAsset[id]->getSfxProfile();
else
return NULL;
}
enum VehicleConsts
{
VC_NUM_DUST_EMITTERS = 1,
@ -69,7 +80,18 @@ struct VehicleData : public RigidShapeData
Wake,
MaxSounds
};
SFXProfile* waterSound[MaxSounds];
DECLARE_SOUNDASSET_ARRAY(VehicleData, VehicleWaterSounds, Sounds::MaxSounds)
DECLARE_SOUNDASSET_ARRAY_SETGET(VehicleData, VehicleWaterSounds);
SFXProfile* getVehicleWaterSoundProfile(U32 id)
{
if (mVehicleWaterSoundsAsset[id] != NULL)
return mVehicleWaterSoundsAsset[id]->getSfxProfile();
else
return NULL;
}
F32 exitSplashSoundVel;
F32 softSplashSoundVel;
F32 medSplashSoundVel;