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-rw-r--r--README.md2
-rw-r--r--src/audio/sampman_null.cpp10
-rw-r--r--src/skel/win/win.cpp4
3 files changed, 10 insertions, 6 deletions
diff --git a/README.md b/README.md
index c8fa3984..9cb48c25 100644
--- a/README.md
+++ b/README.md
@@ -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.
diff --git a/src/audio/sampman_null.cpp b/src/audio/sampman_null.cpp
index 7aab0d09..e9a9eaa1 100644
--- a/src/audio/sampman_null.cpp
+++ b/src/audio/sampman_null.cpp
@@ -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
diff --git a/src/skel/win/win.cpp b/src/skel/win/win.cpp
index 5d67d343..1f609553 100644
--- a/src/skel/win/win.cpp
+++ b/src/skel/win/win.cpp
@@ -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();