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Fix looping collision sound
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1ac6bea590
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0b848bc147
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@ -328,13 +328,13 @@ void
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cAudioManager::ServiceCollisions()
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{
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int i, j;
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bool someArr1[NUMAUDIOCOLLISIONS];
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bool someArr2[NUMAUDIOCOLLISIONS];
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bool abRepeatedCollision1[NUMAUDIOCOLLISIONS];
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bool abRepeatedCollision2[NUMAUDIOCOLLISIONS];
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m_sQueueSample.m_nEntityIndex = m_nCollisionEntity;
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for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
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someArr1[i] = someArr2[i] = false;
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abRepeatedCollision1[i] = abRepeatedCollision2[i] = false;
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for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
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for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
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@ -344,8 +344,8 @@ cAudioManager::ServiceCollisions()
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&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface1 == m_sCollisionManager.m_asCollisions2[j].m_bSurface1)
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&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface2 == m_sCollisionManager.m_asCollisions2[j].m_bSurface2)
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) {
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someArr1[index] = true;
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someArr2[j] = true;
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abRepeatedCollision1[index] = true;
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abRepeatedCollision2[j] = true;
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m_sCollisionManager.m_asCollisions1[index].m_nBaseVolume = ++m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume;
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SetUpLoopingCollisionSound(m_sCollisionManager.m_asCollisions1[index], j);
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break;
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@ -354,7 +354,7 @@ cAudioManager::ServiceCollisions()
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}
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for (i = 0; i < NUMAUDIOCOLLISIONS; i++) {
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if (!someArr2[i]) {
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if (!abRepeatedCollision2[i]) {
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m_sCollisionManager.m_asCollisions2[i].m_pEntity1 = nil;
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m_sCollisionManager.m_asCollisions2[i].m_pEntity2 = nil;
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m_sCollisionManager.m_asCollisions2[i].m_bSurface1 = SURFACE_DEFAULT;
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@ -368,9 +368,9 @@ cAudioManager::ServiceCollisions()
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for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
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int index = m_sCollisionManager.m_bIndicesTable[i];
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if (!someArr1[index]) {
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if (!abRepeatedCollision1[index]) {
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for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
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if (someArr2[j]) {
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if (!abRepeatedCollision2[j]) {
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m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume = 1;
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m_sCollisionManager.m_asCollisions2[j].m_pEntity1 = m_sCollisionManager.m_asCollisions1[index].m_pEntity1;
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m_sCollisionManager.m_asCollisions2[j].m_pEntity2 = m_sCollisionManager.m_asCollisions1[index].m_pEntity2;
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