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A bit more audio cleanup
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@ -167,7 +167,7 @@ public:
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bool m_bTimerJustReset;
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int32 m_nTimer;
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tSound m_sQueueSample;
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bool m_bActiveSampleQueue;
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uint8 m_nActiveSampleQueue;
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tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
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uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
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uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
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@ -202,6 +202,7 @@ public:
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uint32 GetFrameCounter() const { return m_FrameCounter; }
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
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int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
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int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
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bool IsMissionAudioPlaying() const { return m_sMissionAudio.m_nPlayStatus == 1; }
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// "Should" be in alphabetic order, except "getXTalkSfx"
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