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Fix chainsaw sound
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0d3e6a3dce
commit
f639aae2ae
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@ -4279,7 +4279,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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break;
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break;
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case SOUND_FALL_LAND:
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case SOUND_FALL_LAND:
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case SOUND_FALL_COLLAPSE:
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case SOUND_FALL_COLLAPSE:
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if (params.m_pPed->bIsInTheAir)
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if (ped->bIsInTheAir)
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continue;
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continue;
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maxDist = SQR(30);
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maxDist = SQR(30);
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emittingVol = m_anRandomTable[3] % 20 + 80;
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emittingVol = m_anRandomTable[3] % 20 + 80;
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@ -4474,7 +4474,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_ACCEL_13);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_ACCEL_13);
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m_sQueueSample.m_nEmittingVolume = 100;
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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_bIs2D = false;
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m_sQueueSample.m_bReverbFlag = false;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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break;
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break;
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case SOUND_WEAPON_CHAINSAW_IDLE:
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case SOUND_WEAPON_CHAINSAW_IDLE:
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