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authorerorcun <erayorcunus@gmail.com>2020-06-16 22:02:21 +0200
committerGitHub <noreply@github.com>2020-06-16 22:02:21 +0200
commitd322a8033e07cf286891fdc165c7b77dfe6b762e (patch)
tree30a5d3a4181030ca731ae38f20df077a22b91e67 /src/weapons
parentUpdate ModelIndices.h (diff)
parentfix crash-VC pickup scaling (diff)
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Diffstat (limited to 'src/weapons')
-rw-r--r--src/weapons/BulletInfo.cpp3
-rw-r--r--src/weapons/Weapon.cpp214
-rw-r--r--src/weapons/Weapon.h4
3 files changed, 158 insertions, 63 deletions
diff --git a/src/weapons/BulletInfo.cpp b/src/weapons/BulletInfo.cpp
index 389e7486..26fc459d 100644
--- a/src/weapons/BulletInfo.cpp
+++ b/src/weapons/BulletInfo.cpp
@@ -22,6 +22,7 @@
#include "Weapon.h"
#include "WeaponInfo.h"
#include "World.h"
+#include "SurfaceTable.h"
#define BULLET_LIFETIME (1000)
#define NUM_PED_BLOOD_PARTICLES (8)
@@ -228,7 +229,7 @@ bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, fl
#ifdef FIX_BUGS // original code is not going work anyway...
CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd);
CColBox box;
- box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), 0, 0);
+ box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), SURFACE_DEFAULT, 0);
return CCollision::TestLineBox(line, box);
#else
float minP = 0.0f;
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index 8aa3db39..f4bce9d7 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -603,18 +603,12 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
newDir.z = 0.01f;
CParticle::AddParticle(PARTICLE_DEBRIS2, bloodPos, newDir);
- // TODO(Miami): New particle
- /*
- v116.z = 0.0;
- v116.x = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
- v116.y = CGeneral::GetRandomNumberInRange(0.1f, 0.35f);
- v115.x = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f));
- v115.z = 1.0;
- v115.y = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f));
- CParticle::AddParticle(41, v115, v116, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f),
+ CVector dropDir(CGeneral::GetRandomNumberInRange(-0.15f, 0.15f), CGeneral::GetRandomNumberInRange(0.1f, 0.35f), 0.f);
+ CVector dropPos(CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f)),
+ CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f)), 1.f);
+ CParticle::AddParticle(PARTICLE_BLOODDROP, dropPos, dropDir, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f),
CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 0);
- */
}
if (info->m_AnimToPlay == ASSOCGRP_KNIFE)
{
@@ -705,8 +699,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
nearCar->VehicleDamage(info->m_nDamage * (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB);
- // TODO(Miami): Particle not in III
- // CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
+ CParticle::AddParticle(PARTICLE_HEATHAZE, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
}
else
{
@@ -783,8 +776,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, 0.1f * gaTempSphereColPoints[0].normal, 0, 0.0f, 0, 0, 0, 0);
}
- // TODO(Miami): Particle not in III
- //CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
+ CParticle::AddParticle(PARTICLE_HEATHAZE, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0);
if (!damageEntityRegistered)
{
@@ -803,6 +795,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
return true;
}
+// --MIAMI: Done except comments
bool
CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
{
@@ -850,19 +843,40 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
target = threatAttack->GetPosition();
target -= *fireSource;
- target *= info->m_fRange / target.Magnitude();
+ float distToTarget = target.Magnitude();
+ target *= info->m_fRange / distToTarget;
target += *fireSource;
- if ( inaccuracy != 0 )
+ if (shooter == FindPlayerPed() && inaccuracy != 0.f)
{
+ float newInaccuracy = 2.5f * FindPlayerPed()->m_fAttackButtonCounter * (inaccuracy * Min(1.f, 5.f / distToTarget));
+ if (FindPlayerPed()->bIsDucking)
+ newInaccuracy *= 0.4f;
+
+ target.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy;
+ target.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy;
+ target.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * newInaccuracy;
+ FindPlayerPed()->m_fAttackButtonCounter += info->m_nDamage * 0.04f;
+ }
+ else if (inaccuracy > 0.f)
+ {
+ if (threatAttack == FindPlayerPed())
+ {
+ float speed = Min(0.33f, FindPlayerPed()->m_vecMoveSpeed.Magnitude());
+ inaccuracy *= (0.3f * speed * 100.f / 33.f + 0.8f);
+ }
target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracy;
}
- CWorld::bIncludeDeadPeds = true;
- ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ if (shooter == FindPlayerPed())
+ CWorld::bIncludeDeadPeds = true;
+
+ // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
+ CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
CWorld::bIncludeDeadPeds = false;
+ // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
}
else
{
@@ -872,7 +886,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
shooterPed->TransformToNode(target, PED_HANDR);
- ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
+ CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
+ // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
}
}
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
@@ -880,9 +896,17 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
CVector src, trgt;
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
+ // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami)
CWorld::bIncludeDeadPeds = true;
- ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ // bProcessVehicleWheels = true; // TODO(Miami)
+ CWorld::ProcessLineOfSight(src, trgt, point, victim, true, true, true, true, true, false, false, true);
+ // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami)
CWorld::bIncludeDeadPeds = false;
+ // bProcessVehicleWheels = false; // TODO(Miami)
+
+ // TODO(Miami)
+ // if (victim)
+ // CWeapon::CheckForShootingVehicleOccupant(v39, victim, point, m_eWeaponType, src, trgt);
int32 rotSpeed = 1;
if ( m_eWeaponType == WEAPONTYPE_M4 )
@@ -897,30 +921,77 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
else
{
- float shooterHeading = RADTODEG(shooter->GetForward().Heading());
- float shooterAngle = DEGTORAD(shooterHeading);
+ uint32 model = shooter->GetModelIndex();
+ if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW)
+ {
+ float inaccuracyMult = 0.6f;
+ target = shooter->GetForward();
+ if (shooter->GetStatus() == STATUS_PLAYER)
+ {
+ target *= info->m_fRange;
+ target += *fireSource;
+ CWeapon::DoDriveByAutoAiming(FindPlayerPed(), (CVehicle*)shooter, fireSource, &target);
+ target -= *fireSource;
+ target.Normalise();
+ if (model == MI_SEASPAR || model == MI_SPARROW)
+ inaccuracyMult = 0.1f;
+ else
+ inaccuracyMult = 0.3f;
+ }
+ target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult;
+ target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult;
+ target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracyMult;
- CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
- rotOffset.Normalise();
+ target.Normalise();
+ target *= info->m_fRange;
+ target += *fireSource;
+ CWorld::pIgnoreEntity = shooter;
+ CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
+ CWorld::pIgnoreEntity = nil;
- target = *fireSource;
- target.x += rotOffset.x * info->m_fRange;
- target.y += rotOffset.y * info->m_fRange;
+ int32 rotSpeed = 1;
+ if (m_eWeaponType == WEAPONTYPE_M4)
+ rotSpeed = 4;
- if ( shooter->IsPed() )
- DoDoomAiming(shooter, fireSource, &target);
+ CVector bulletPos;
+ if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4))
+ {
+ for (int32 i = 0; i < 16; i++)
+ CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
+ }
+ }
+ else
+ {
+ float shooterHeading = RADTODEG(shooter->GetForward().Heading());
+ float shooterAngle = DEGTORAD(shooterHeading);
- ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
+ CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
+ rotOffset.Normalise();
- int32 rotSpeed = 1;
- if ( m_eWeaponType == WEAPONTYPE_M4 )
- rotSpeed = 4;
+ target = *fireSource;
+ target.x += rotOffset.x * info->m_fRange;
+ target.y += rotOffset.y * info->m_fRange;
- CVector bulletPos;
- if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) )
- {
- for ( int32 i = 0; i < 16; i++ )
- CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
+ CParticle::HandleShootableBirdsStuff(shooter, *fireSource);
+ if (shooter->IsPed() && ((CPed*)shooter)->bDoomAim && (shooter != FindPlayerPed() || !info->m_bCanAim))
+ {
+ CWeapon::DoDoomAiming(shooter, fireSource, &target);
+ }
+
+ // CWorld::bProcessPedsOnBoatsAndBikes = 1; // TODO(Miami)
+ CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
+ // CWorld::bProcessPedsOnBoatsAndBikes = 0; // TODO(Miami)
+
+ int32 rotSpeed = 1;
+ if (m_eWeaponType == WEAPONTYPE_M4)
+ rotSpeed = 4;
+
+ CVector bulletPos;
+ if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4))
+ {
+ for (int32 i = 0; i < 16; i++)
+ CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
+ }
}
}
@@ -940,7 +1011,6 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
if ( shooter == FindPlayerPed() )
{
- CStats::InstantHitsFiredByPlayer++;
if ( !(CTimer::GetFrameCounter() & 3) )
MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target);
}
@@ -1353,6 +1423,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
BlowUpExplosiveThings(victim);
}
+// --MIAMI: Done except comments, and didn't check particle coords precisely
bool
CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
{
@@ -1446,7 +1517,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
//bProcessVehicleWheels = true; // TODO(Miami): bProcessVehicleWheels
//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
- ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
+ CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
CWorld::bIncludeDeadPeds = false;
//bProcessVehicleWheels = false; // TODO(Miami): bProcessVehicleWheels
}
@@ -1479,7 +1550,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
CWorld::bIncludeDeadPeds = true;
//bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes
- ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true);
+ CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
CWorld::bIncludeDeadPeds = false;
}
//bProcessPedsOnBoatsAndBikes = false; // TODO(Miami): bProcessPedsOnBoatsAndBikes
@@ -2064,7 +2135,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right)
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f);
- DoDriveByAutoAiming(FindPlayerPed(), &source, &target);
+ DoDriveByAutoAiming(FindPlayerPed(), shooter, &source, &target);
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
@@ -2184,6 +2255,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right)
return true;
}
+// --MIAMI: Done
void
CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
{
@@ -2196,8 +2268,6 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
#endif
CPed *shooterPed = (CPed*)shooter;
- if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
- return;
int16 lastEntity;
CEntity *entities[16];
@@ -2216,7 +2286,8 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
|| victim->GetStatus() == STATUS_HELI
- || victim->GetStatus() == STATUS_PLANE) )
+ || victim->GetStatus() == STATUS_PLANE
+ || victim->GetStatus() == STATUS_WRECKED) )
{
float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
@@ -2235,7 +2306,10 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
}
}
- if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
+ CColPoint foundCol;
+ CEntity *foundEnt;
+ if (closestEntityDist < DOOMAUTOAIMING_MAXDIST
+ && !CWorld::ProcessLineOfSight(*source, entities[closestEntity]->GetPosition(), foundCol, foundEnt, true, false, false, false, false, false, false, true))
{
CEntity *victim = entities[closestEntity];
ASSERT(victim !=nil);
@@ -2324,10 +2398,11 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
}
}
+// --MIAMI: Done
void
-CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
+CWeapon::DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target)
{
- ASSERT(shooter!=nil);
+ ASSERT(driver!=nil);
ASSERT(source!=nil);
ASSERT(target!=nil);
@@ -2335,27 +2410,36 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
CEntity entity; // unused
#endif
- CPed *shooterPed = (CPed*)shooter;
- if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
- return;
+ CPed *shooterPed = (CPed*)driver;
int16 lastEntity;
- CEntity *entities[16];
- CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false);
+ CEntity *peds[16];
+ CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, peds, false, false, true, false, false);
float closestEntityDist = 10000.0f;
int16 closestEntity;
for ( int32 i = 0; i < lastEntity; i++ )
{
- CEntity *victim = entities[i];
+ CPed *victim = (CPed*)peds[i];
ASSERT(victim!=nil);
- if ( shooter != victim )
+ if (driver != victim && !victim->DyingOrDead() && victim->m_attachedTo != vehicle)
{
float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition());
- float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude();
- float pedDist = 0.15f*distToVictim + lineDist;
+
+ uint32 model = vehicle->GetModelIndex();
+ float pedDist;
+ if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW)
+ {
+ float distToVictim = (victim->GetPosition() - vehicle->GetPosition()).Magnitude();
+ pedDist = lineDist / Max(5.f, distToVictim);
+ }
+ else
+ {
+ float distToVictim = (victim->GetPosition() - driver->GetPosition()).Magnitude();
+ pedDist = 0.15f * distToVictim + lineDist;
+ }
if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist)
{
@@ -2364,14 +2448,24 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
}
}
}
+ uint32 model = vehicle->GetModelIndex();
+ float maxAimDistance = CAR_DRIVEBYAUTOAIMING_MAXDIST;
+ if (model == MI_HUNTER)
+ {
+ maxAimDistance = Tan(DEGTORAD(30.f));
+ }
+ else if (model == MI_SEASPAR || model == MI_SPARROW)
+ {
+ maxAimDistance = Tan(DEGTORAD(10.f));
+ }
- if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST )
+ if ( closestEntityDist < maxAimDistance )
{
- CEntity *victim = entities[closestEntity];
+ CEntity *victim = peds[closestEntity];
ASSERT(victim!=nil);
float distToTarget = (*source - *target).Magnitude();
- float distToSource = (*source - victim->GetPosition()).Magnitude();
+ float distToSource = (*source - victim->GetPosition()).Magnitude();
*target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source;
}
}
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h
index cb1d9835..5c56d9e4 100644
--- a/src/weapons/Weapon.h
+++ b/src/weapons/Weapon.h
@@ -2,7 +2,7 @@
#include "WeaponType.h"
-#define DRIVEBYAUTOAIMING_MAXDIST (2.5f)
+#define CAR_DRIVEBYAUTOAIMING_MAXDIST (2.5f)
#define DOOMAUTOAIMING_MAXDIST (9000.0f)
class CEntity;
@@ -56,7 +56,7 @@ public:
static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
- static void DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target);
+ static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target);
void Reload(void);
void Update(int32 audioEntity, CPed *pedToAdjustSound);