Cleanup cAudioManager::ProcessRainOnVehicle a bit

This commit is contained in:
Filip Gawin 2020-04-13 21:13:07 +02:00
parent 353310f0cf
commit 67055c1fbb

View file

@ -7708,22 +7708,18 @@ cAudioManager::ProcessProjectiles()
void
cAudioManager::ProcessRainOnVehicle(cVehicleParams *params)
{
float emittingVol;
CVehicle *veh;
if(params->m_fDistance < SQR(rainOnVehicleIntensity) && CWeather::Rain > 0.01f &&
(!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) {
++params->m_pVehicle->m_bRainAudioCounter;
veh = params->m_pVehicle;
CVehicle *veh = params->m_pVehicle;
++veh->m_bRainAudioCounter;
if(veh->m_bRainAudioCounter >= 2) {
veh->m_bRainAudioCounter = 0;
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
emittingVol = 30.f * CWeather::Rain;
float emittingVol = 30.f * CWeather::Rain;
m_sQueueSample.m_bVolume = ComputeVolume(
emittingVol, rainOnVehicleIntensity, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_bVolume) {
m_sQueueSample.m_nCounter = veh->m_bRainSamplesCounter++;
veh = params->m_pVehicle;
if(veh->m_bRainSamplesCounter > 4) veh->m_bRainSamplesCounter = 68;
m_sQueueSample.m_nSampleIndex =
(m_anRandomTable[1] & 3) + SFX_CAR_RAIN_1;