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return bridge, crane and fix structures in fluff.h
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356c50ec1e
commit
4c220b1f95
2 changed files with 22 additions and 5 deletions
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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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