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return bridge, crane and fix structures in fluff.h
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@ -366,12 +366,26 @@ cAudioManager::ProcessEntity(int32 id)
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ProcessWeather(id);
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}
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break;
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/* case AUDIOTYPE_CRANE:
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if (!m_nUserPause) {
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m_sQueueSample.m_bReverbFlag = true;
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ProcessCrane();
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}
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break;*/
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case AUDIOTYPE_SCRIPTOBJECT:
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if (!m_nUserPause) {
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m_sQueueSample.m_bReverbFlag = true;
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ProcessScriptObject(id);
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}
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break;
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#ifdef GTA_BRIDGE
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case AUDIOTYPE_BRIDGE:
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if (!m_nUserPause) {
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m_sQueueSample.m_bReverbFlag = true;
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ProcessBridge();
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}
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break;
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#endif
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case AUDIOTYPE_FRONTEND:
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m_sQueueSample.m_bReverbFlag = false;
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ProcessFrontEnd();
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@ -4973,9 +4987,9 @@ cAudioManager::ProcessEscalators()
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float distance;
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for (int i = 0; i < CEscalators::NumEscalators; i++) {
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if (!CEscalators::aEscalators[i].m_bIsActive)
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if (!CEscalators::GetEscalator(i).IsActive())
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continue;
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m_sQueueSample.m_vecPos = CEscalators::aEscalators[i].m_midPoint;
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m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition();
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distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distance < SQR(SOUND_INTENSITY)) {
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if (distance > 0.0f)
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@ -90,30 +90,33 @@ class CEscalator
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CVector m_pos2;
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CVector m_pos3;
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CMatrix m_matrix;
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bool m_bIsActive;
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bool m_bIsMovingDown;
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int32 m_stepsCount;
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float m_lowerEnd;
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float m_upperEnd;
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CVector m_midPoint;
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float m_radius;
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CObject *m_pSteps[24];
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public:
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bool m_bIsActive;//TODO also recheck!
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CVector m_midPoint;
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CEscalator();
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void Update(void);
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void SwitchOff(void);
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void AddThisOne(CVector pos0, CVector pos1, CVector pos2, CVector pos3, bool b_isMovingDown);
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bool IsActive() { return m_bIsActive; };
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CVector GetPosition() { return m_midPoint; };
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};
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class CEscalators
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{
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static CEscalator aEscalators[NUM_ESCALATORS];
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public:
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static CEscalator aEscalators[NUM_ESCALATORS];//TODO need recheck this!
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static int32 NumEscalators;
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static void Init(void);
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static void Update(void);
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static void AddOne(CVector pos0, CVector pos1, CVector pos2, CVector pos3, bool b_isMovingDown);
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static void Shutdown(void);
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static CEscalator GetEscalator(int ind) { return aEscalators[ind]; };
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};
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class CMovingThing
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