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return bad code, becouse no one knows what to do with it
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@ -1943,7 +1943,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
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break;
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}
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = event + 22; //originaly used m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i], which is same
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m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -1977,7 +1977,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
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break;
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}
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = event + 10; //also used m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]
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m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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