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Changing prefixes for some audio fields
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@@ -164,16 +164,16 @@ cAudioManager::SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter)
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uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
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if(emittingVol) {
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m_sQueueSample.m_fDistance = Sqrt(col->m_fDistance);
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m_sQueueSample.m_bVolume =
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m_sQueueSample.m_nVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_bVolume) {
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if(m_sQueueSample.m_nVolume) {
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 7;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_bEmittingVolume = emittingVol;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart =
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SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd =
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@@ -231,9 +231,9 @@ cAudioManager::SetUpOneShotCollisionSound(cAudioCollision *col)
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emittingVol = 40.f * ratio;
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if(emittingVol) {
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m_sQueueSample.m_fDistance = Sqrt(col->m_fDistance);
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m_sQueueSample.m_bVolume =
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m_sQueueSample.m_nVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_bVolume) {
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if(m_sQueueSample.m_nVolume) {
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m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
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switch(m_sQueueSample.m_nSampleIndex) {
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case SFX_COL_TARMAC_1:
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@@ -289,11 +289,11 @@ cAudioManager::SetUpOneShotCollisionSound(cAudioCollision *col)
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m_sQueueSample.m_nCounter = counter++;
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if(counter >= 255) counter = 28;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 11;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bEmittingVolume = emittingVol;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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@@ -380,7 +380,7 @@ cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface
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CVector v1;
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CVector v2;
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if(!m_bIsInitialised || m_nCollisionEntity < 0 || m_bUserPause ||
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if(!m_bIsInitialised || m_nCollisionEntity < 0 || m_nUserPause ||
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(velocity < 0.0016f && collisionPower < 0.01f))
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return;
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