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cAudioManager::ProcessBoatEngine fixes
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@ -2400,7 +2400,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
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CBoat *boat;
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float padRelativeAccerate;
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float gasPedal;
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int32 padAccelerate;
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float padAccelerate;
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uint8 emittingVol;
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float oneShotVol;
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@ -2436,10 +2436,10 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
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}
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if (FindPlayerVehicle() == params.m_pVehicle) {
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padAccelerate = Max(Pads[0].GetAccelerate(), Pads[0].GetBrake());
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padRelativeAccerate = padAccelerate / 255;
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padRelativeAccerate = padAccelerate / 255.0f;
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emittingVol = (100.f * padRelativeAccerate) + 15;
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m_sQueueSample.m_nFrequency = (3000.f * padRelativeAccerate) + 6000;
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if (!boat->m_bIsAnchored)
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if (!boat->bPropellerInWater)
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m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
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} else {
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gasPedal = Abs(boat->m_fGasPedal);
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@ -2449,7 +2449,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
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} else {
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emittingVol = (100.f * gasPedal) + 15;
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m_sQueueSample.m_nFrequency = (3000.f * gasPedal) + 6000;
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if (!boat->m_bIsAnchored)
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if (!boat->bPropellerInWater)
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m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
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}
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}
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