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Fix chainsaw sounds lol
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450cd17d16
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0768026938
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@ -2232,7 +2232,6 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams& params)
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if (veh->m_modelIndex == MI_MRWHOOP)
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return true;
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veh->m_nAlarmState;
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if (veh->IsAlarmOn())
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return true;
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@ -4455,8 +4454,6 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_bRequireReflection = true;
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break;
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}
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// TODO: breaks the game right now, probably needs AudioManager.cpp to be done first
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/*
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case SOUND_WEAPON_CHAINSAW_ATTACK:
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if (FindVehicleOfPlayer())
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continue;
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@ -4491,7 +4488,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nLoopCount = 0;
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emittingVol = 100;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13);
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m_sQueueSample.m_nEmittingVolume = 100;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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@ -4513,13 +4510,12 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nLoopCount = 0;
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emittingVol = 100;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13);
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m_sQueueSample.m_nEmittingVolume = 100;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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break;
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*/
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case SOUND_WEAPON_SHOT_FIRED:
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weapon = ped->GetWeapon();
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if (!weapon)
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