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https://github.com/halpz/re3.git
synced 2025-06-29 15:26:21 +00:00
rename clamp macro to Clamp to fix compilation with g++11 (and clamp2 for consistency sake)
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@ -989,8 +989,8 @@ cAudioManager::ProcessModelVehicle(cVehicleParams& params)
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freq = 25000;
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}
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if (isPlayerVeh) {
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volume = clamp2(volume, prevVolume, 7);
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freq = clamp2(freq, prevFreq, 800);
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volume = Clamp2(volume, prevVolume, 7);
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freq = Clamp2(freq, prevFreq, 800);
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}
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if (volume > 0) {
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CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
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@ -1038,8 +1038,8 @@ cAudioManager::ProcessModelVehicle(cVehicleParams& params)
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freq = Min(22000, (8000 * acceletateState / 255 + 14000) * 3.0f * Abs(params.m_fVelocityChange));
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}
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if (isPlayerVeh && !vehSlowdown) {
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volume = clamp2(volume, prevVolume, 7);
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freq = clamp2(freq, prevFreq, 800);
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volume = Clamp2(volume, prevVolume, 7);
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freq = Clamp2(freq, prevFreq, 800);
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}
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if (!vehSlowdown)
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#ifdef THIS_IS_STUPID
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@ -1118,7 +1118,7 @@ cAudioManager::ProcessModelHeliVehicle(cVehicleParams& params)
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}
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if (acceletateState < brakeState)
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acceletateState = brakeState;
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freq = clamp2(5 * acceletateState + 22050, prevFreq, 30);
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freq = Clamp2(5 * acceletateState + 22050, prevFreq, 30);
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CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(70, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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@ -1658,8 +1658,8 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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bHandbrakeOnLastFrame = FALSE;
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}
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if (CReplay::IsPlayingBack()) {
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accelerateState = (255.0f * clamp(params.m_pVehicle->m_fGasPedal, 0.0f, 1.0f));
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brakeState = (255.0f * clamp(params.m_pVehicle->m_fBrakePedal, 0.0f, 1.0f));
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accelerateState = (255.0f * Clamp(params.m_pVehicle->m_fGasPedal, 0.0f, 1.0f));
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brakeState = (255.0f * Clamp(params.m_pVehicle->m_fBrakePedal, 0.0f, 1.0f));
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} else {
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accelerateState = Pads[0].GetAccelerate();
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brakeState = Pads[0].GetBrake();
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@ -1810,7 +1810,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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}
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}
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relativeVelocityChange = 2.0f * params.m_fVelocityChange / params.m_pTransmission->fMaxVelocity;
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accelerationMultipler = clamp(relativeVelocityChange, 0.0f, 1.0f);
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accelerationMultipler = Clamp(relativeVelocityChange, 0.0f, 1.0f);
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gasPedalAudio = accelerationMultipler;
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switch (engineSoundType) {
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case SFX_BANK_MOPED:
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@ -3585,7 +3585,7 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params)
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m_sQueueSample.m_nFrequency = 14287 + Min(1.0f, freqModifier) * 3713;
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if (propellerSpeed < 1.0f)
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m_sQueueSample.m_nFrequency = (propellerSpeed + 1.0f) * (m_sQueueSample.m_nFrequency / 2.0f);
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m_sQueueSample.m_nFrequency = clamp2(m_sQueueSample.m_nFrequency, freqFrontPrev, 197);
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m_sQueueSample.m_nFrequency = Clamp2(m_sQueueSample.m_nFrequency, freqFrontPrev, 197);
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freqFrontPrev = m_sQueueSample.m_nFrequency;
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m_sQueueSample.m_bIs2D = FALSE;
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@ -3641,7 +3641,7 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params)
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if (propellerSpeed < 1.0f)
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m_sQueueSample.m_nFrequency = (propellerSpeed + 1) * (m_sQueueSample.m_nFrequency / 2);
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m_sQueueSample.m_nFrequency = clamp2(m_sQueueSample.m_nFrequency, freqPropellerPrev, 98);
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m_sQueueSample.m_nFrequency = Clamp2(m_sQueueSample.m_nFrequency, freqPropellerPrev, 98);
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freqPropellerPrev = m_sQueueSample.m_nFrequency;
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} else {
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m_sQueueSample.m_nSampleIndex = SFX_CAR_HELI_MAI2;
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@ -3710,7 +3710,7 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params)
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m_sQueueSample.m_nFrequency = 14287 + Min(1.0f, freqModifier) * 3713;
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if (propellerSpeed < 1.0f)
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m_sQueueSample.m_nFrequency = (propellerSpeed + 1) * (m_sQueueSample.m_nFrequency / 2.0f);
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m_sQueueSample.m_nFrequency = clamp2(m_sQueueSample.m_nFrequency, freqSkimmerPrev, 197);
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m_sQueueSample.m_nFrequency = Clamp2(m_sQueueSample.m_nFrequency, freqSkimmerPrev, 197);
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freqSkimmerPrev = m_sQueueSample.m_nFrequency;
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m_sQueueSample.m_nSampleIndex = SFX_SEAPLANE_PRO4;
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@ -331,7 +331,7 @@ cAudioManager::Get3DProviderName(uint8 id) const
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if (!m_bIsInitialised)
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return nil;
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#ifdef AUDIO_OAL
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id = clamp(id, 0, SampleManager.GetNum3DProvidersAvailable() - 1);
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id = Clamp(id, 0, SampleManager.GetNum3DProvidersAvailable() - 1);
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#else
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// We don't want that either since it will crash the game, but skipping for now
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if (id >= SampleManager.GetNum3DProvidersAvailable())
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@ -531,7 +531,7 @@ cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1,
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if (dist != 0.0f) {
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float speedOfSource = (dist / m_nTimeSpent) * speedMultiplier;
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if (m_fSpeedOfSound > Abs(speedOfSource)) {
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speedOfSource = clamp2(speedOfSource, 0.0f, 1.5f);
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speedOfSource = Clamp2(speedOfSource, 0.0f, 1.5f);
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newFreq = (oldFreq * m_fSpeedOfSound) / (speedOfSource + m_fSpeedOfSound);
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}
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}
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@ -895,11 +895,11 @@ cAudioManager::ProcessActiveQueues()
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sample.m_fSpeedMultiplier);
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if (sample.m_nFrequency != m_asActiveSamples[j].m_nFrequency) {
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m_asActiveSamples[j].m_nFrequency = clamp2((int32)sample.m_nFrequency, (int32)m_asActiveSamples[j].m_nFrequency, 6000);
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m_asActiveSamples[j].m_nFrequency = Clamp2((int32)sample.m_nFrequency, (int32)m_asActiveSamples[j].m_nFrequency, 6000);
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SampleManager.SetChannelFrequency(j, m_asActiveSamples[j].m_nFrequency);
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}
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if (sample.m_nEmittingVolume != m_asActiveSamples[j].m_nEmittingVolume) {
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vol = clamp2((int8)sample.m_nEmittingVolume, (int8)m_asActiveSamples[j].m_nEmittingVolume, 10);
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vol = Clamp2((int8)sample.m_nEmittingVolume, (int8)m_asActiveSamples[j].m_nEmittingVolume, 10);
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if (field_4) {
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emittingVol = 2 * Min(63, vol);
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@ -162,7 +162,7 @@ public:
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else
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StepIndex--;
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StepIndex = clamp(StepIndex, 0, 88);
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StepIndex = Clamp(StepIndex, 0, 88);
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int delta = step >> 3;
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if (adpcm & 1) delta += step >> 2;
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@ -171,7 +171,7 @@ public:
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if (adpcm & 8) delta = -delta;
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int newSample = Sample + delta;
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Sample = clamp(newSample, -32768, 32767);
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Sample = Clamp(newSample, -32768, 32767);
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return Sample;
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}
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};
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@ -716,7 +716,7 @@ public:
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static short quantize(double sample)
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{
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int a = int(sample + 0.5);
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return short(clamp(a, -32768, 32767));
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return short(Clamp(a, -32768, 32767));
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}
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void Decode(void* _inbuf, int16* _outbuf, size_t size)
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@ -1448,10 +1448,10 @@ void CStream::SetVolume(uint32 nVol)
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void CStream::SetPan(uint8 nPan)
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{
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m_nPan = clamp((int8)nPan - 63, 0, 63);
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m_nPan = Clamp((int8)nPan - 63, 0, 63);
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SetPosition(0, (m_nPan - 63) / 64.0f, 0.0f, Sqrt(1.0f - SQR((m_nPan - 63) / 64.0f)));
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m_nPan = clamp((int8)nPan + 64, 64, 127);
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m_nPan = Clamp((int8)nPan + 64, 64, 127);
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SetPosition(1, (m_nPan - 63) / 64.0f, 0.0f, Sqrt(1.0f - SQR((m_nPan - 63) / 64.0f)));
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m_nPan = nPan;
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@ -1659,7 +1659,7 @@ cSampleManager::UpdateReverb(void)
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#undef CALCULATE_RATIO
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#undef MIN_DIST
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fRatio = clamp(fRatio, 0.0f, 0.6f);
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fRatio = Clamp(fRatio, 0.0f, 0.6f);
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if ( fRatio == _fPrevEaxRatioDestination )
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return FALSE;
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@ -356,7 +356,7 @@ int8 cSampleManager::SetCurrent3DProvider(uint8 nProvider)
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{
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int savedprovider = curprovider;
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nProvider = clamp(nProvider, 0, m_nNumberOfProviders - 1);
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nProvider = Clamp(nProvider, 0, m_nNumberOfProviders - 1);
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if ( set_new_provider(nProvider) )
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return curprovider;
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@ -1449,7 +1449,7 @@ bool8 cSampleManager::UpdateReverb(void)
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#undef CALCULATE_RATIO
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#undef MIN_DIST
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fRatio = clamp(fRatio, 0.0f, 0.6f);
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fRatio = Clamp(fRatio, 0.0f, 0.6f);
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if ( fRatio == _fPrevEaxRatioDestination )
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return FALSE;
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