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Fix wrong sound when bumping peds
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@ -4354,7 +4354,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nFrequency = 20000;
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AddFightSound:
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{
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uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
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uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
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uint8 damagerType = soundParams & 0xFF;
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uint32 weaponType = soundParams >> 8;
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@ -4402,7 +4402,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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case SOUND_WEAPON_BAT_ATTACK:
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case SOUND_WEAPON_KNIFE_ATTACK:
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{
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uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float
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uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? storing int as float
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uint8 damagerType = soundParams & 0xFF;
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uint32 weaponType = soundParams >> 8;
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if (damagerType == ENTITY_TYPE_PED) {
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