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cAudioManager::ProcessPedOneShots + fixes
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@@ -28,9 +28,6 @@
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//--MIAMI: file done except TODOs
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// TODO(Miami)
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#define AUDIO_NOT_READY
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uint16 nPlayerInComboMove;
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RpClump* flyingClumpTemp;
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@@ -875,23 +872,14 @@ CPed::Attack(void)
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}
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switch (ourWeapon->m_AnimToPlay) {
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case ASSOCGRP_UNARMED:
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) {
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#ifdef AUDIO_NOT_READY
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f);
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#else
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if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START)
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8)));
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#endif
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}
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break;
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case ASSOCGRP_KNIFE:
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case ASSOCGRP_BASEBALLBAT:
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case ASSOCGRP_GOLFCLUB:
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case ASSOCGRP_CHAINSAW:
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#ifdef AUDIO_NOT_READY
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
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#else
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8)));
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#endif
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break;
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default:
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break;
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@@ -1003,11 +991,7 @@ CPed::Attack(void)
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bIsAttacking = false;
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bIsPointingGunAt = false;
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m_shootTimer = CTimer::GetTimeInMilliseconds();
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#ifdef AUDIO_NOT_READY
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
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#else
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
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#endif
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return;
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}
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}
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@@ -1052,14 +1036,8 @@ CPed::Attack(void)
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ClearAimFlag();
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// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
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if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) {
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#ifdef AUDIO_NOT_READY
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
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#else
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if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd)
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType);
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#endif
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}
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// Fun fact: removing this part leds to reloading flamethrower
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if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
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