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Ped, Weapon and fixes
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@ -3215,7 +3215,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bRequireReflection = true;
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}
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break;
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case SOUND_FIGHT_PUNCH_33:
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case SOUND_FIGHT_37:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
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m_sQueueSample.m_nFrequency = 18000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3235,7 +3235,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_KICK_34:
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case SOUND_FIGHT_38:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
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m_sQueueSample.m_nFrequency = 16500;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3255,7 +3255,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_HEADBUTT_35:
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case SOUND_FIGHT_39:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
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m_sQueueSample.m_nFrequency = 20000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3275,7 +3275,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_36:
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case SOUND_FIGHT_40:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
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m_sQueueSample.m_nFrequency = 18000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3295,7 +3295,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_37:
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case SOUND_FIGHT_41:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
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m_sQueueSample.m_nFrequency = 16500;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3315,7 +3315,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_CLOSE_PUNCH_38:
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case SOUND_FIGHT_42:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
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m_sQueueSample.m_nFrequency = 20000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3335,7 +3335,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_39:
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case SOUND_FIGHT_43:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
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m_sQueueSample.m_nFrequency = 18000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3355,7 +3355,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40:
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case SOUND_FIGHT_44:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
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m_sQueueSample.m_nFrequency = 16500;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3375,7 +3375,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_41:
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case SOUND_FIGHT_45:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
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m_sQueueSample.m_nFrequency = 20000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3395,7 +3395,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_FROM_BEHIND_42:
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case SOUND_FIGHT_46:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
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m_sQueueSample.m_nFrequency = 18000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3415,7 +3415,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_KNEE_OR_KICK_43:
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case SOUND_FIGHT_47:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
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m_sQueueSample.m_nFrequency = 16500;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -3435,7 +3435,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_KICK_44:
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case SOUND_FIGHT_48:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
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m_sQueueSample.m_nFrequency = 20000;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -39,21 +39,21 @@ enum eSound : uint16
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SOUND_STEP_END,
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SOUND_FALL_LAND,
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SOUND_FALL_COLLAPSE,
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SOUND_FIGHT_PUNCH_33,
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SOUND_FIGHT_KICK_34,
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SOUND_FIGHT_HEADBUTT_35,
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SOUND_FIGHT_PUNCH_36,
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SOUND_FIGHT_PUNCH_37,
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SOUND_FIGHT_CLOSE_PUNCH_38,
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SOUND_FIGHT_PUNCH_39,
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SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40,
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SOUND_FIGHT_PUNCH_41,
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SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
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SOUND_FIGHT_KNEE_OR_KICK_43,
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SOUND_FIGHT_KICK_44,
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SOUND_FIGHT_37,
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SOUND_FIGHT_38,
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SOUND_FIGHT_39,
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SOUND_FIGHT_40,
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SOUND_FIGHT_41,
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SOUND_FIGHT_42,
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SOUND_FIGHT_43,
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SOUND_FIGHT_44,
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SOUND_FIGHT_45,
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SOUND_FIGHT_46,
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SOUND_FIGHT_47,
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SOUND_FIGHT_48,
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SOUND_49,
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SOUND_WEAPON_BAT_ATTACK,
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SOUND_WEAPON_UNK_MELEE_ATTACK,
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SOUND_WEAPON_KNIFE_ATTACK,
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SOUND_WEAPON_CHAINSAW_ATTACK,
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SOUND_WEAPON_CHAINSAW_IDLE,
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SOUND_WEAPON_CHAINSAW_MADECONTACT,
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