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Audio fixes
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@ -449,7 +449,7 @@ public:
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float speedMultiplier) const; /// ok
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int32 ComputePan(float, CVector *); /// ok
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; /// ok
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int32 CreateEntity(int32 type, CPhysical *entity); /// ok
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int32 CreateEntity(int32 type, void* entity); /// ok
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void DestroyAllGameCreatedEntities(); /// ok
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void DestroyEntity(int32 id); /// ok
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@ -653,7 +653,7 @@ public:
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2,
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float collisionPower, float intensity2); /// ok
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void ReportCrime(int32 crime, const CVector *pos); /// ok
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void ResetAudioLogicTimers(int32 timer); /// ok
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void ResetAudioLogicTimers(uint32 timer); /// ok
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void ResetPoliceRadio(); /// ok
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void ResetTimers(uint32 time); /// ok
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@ -666,7 +666,7 @@ public:
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void SetDynamicAcousticModelingStatus(bool status);
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void SetEffectsFadeVolume(uint8 volume) const;
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void SetEffectsMasterVolume(uint8 volume) const;
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void SetEntityStatus(int32 id, bool status);
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void SetEntityStatus(int32 id, uint8 status);
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(cAudioCollision *audioCollision); /// ok
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void SetMissionAudioLocation(float x, float y, float z);
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void SetMissionScriptPoliceAudio(int32 sfx) const;
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