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Compatibility with VC weapon.dat + new shotguns
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@ -3478,7 +3478,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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else
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noReflection = true;
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break;
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case WEAPONTYPE_AK47:
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case WEAPONTYPE_RUGER:
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m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nCounter = iSound++;
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@ -3497,7 +3497,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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break;
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case WEAPONTYPE_M16:
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case WEAPONTYPE_M4:
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m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nCounter = iSound++;
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@ -3604,11 +3604,11 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD;
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m_sQueueSample.m_nFrequency = 30290;
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break;
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case WEAPONTYPE_AK47:
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case WEAPONTYPE_RUGER:
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m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_RELOAD);
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break;
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case WEAPONTYPE_M16:
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case WEAPONTYPE_M4:
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m_sQueueSample.m_nSampleIndex = SFX_M16_RELOAD;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_RELOAD);
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break;
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