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processEngineDamage
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@ -2265,34 +2265,36 @@ cAudioManager::HasAirBrakes(int32 model) const
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|| model == COACH || model == PACKER || model == FLATBED;
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}
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bool
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void
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cAudioManager::ProcessEngineDamage(cVehicleParams *params)
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{
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const int engineDamageIntensity = 40;
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CAutomobile *veh;
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uint8 engineStatus;
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float health;
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uint8 emittingVolume;
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if (params->m_fDistance >= SQR(engineDamageIntensity))
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return false;
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veh = (CAutomobile *)params->m_pVehicle;
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if (veh->bEngineOn) {
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engineStatus = veh->Damage.GetEngineStatus();
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if (engineStatus > 250 || engineStatus < 100)
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return true;
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if (engineStatus < 225) {
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m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
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emittingVolume = 6;
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m_sQueueSample.m_nReleasingVolumeModificator = 7;
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m_sQueueSample.m_nFrequency = 40000;
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} else {
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return;
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if (params->m_pVehicle->m_modelIndex == MI_CADDY)
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return;
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if (params->m_pVehicle->GetStatus() == STATUS_WRECKED)
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return;
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health = params->m_pVehicle->m_fHealth;
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if (health < 390.0f) {
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if (health < 250.0f) {
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emittingVolume = 60;
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m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
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m_sQueueSample.m_nReleasingVolumeModificator = 7;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
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} else {
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emittingVolume = 30;
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m_sQueueSample.m_nSampleIndex = SFX_PALM_TREE_LO;
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m_sQueueSample.m_nReleasingVolumeModificator = 7;
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m_sQueueSample.m_nFrequency = 27000;
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}
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CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
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if (params->m_pVehicle->bIsDrowning)
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emittingVolume /= 2;
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, engineDamageIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 28;
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@ -2311,7 +2313,6 @@ cAudioManager::ProcessEngineDamage(cVehicleParams *params)
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AddSampleToRequestedQueue();
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}
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}
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return true;
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}
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bool
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@ -323,7 +323,7 @@ public:
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bool ProcessCarBombTick(cVehicleParams *params);
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void ProcessCesna(cVehicleParams *params);
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//void ProcessCrane();
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bool ProcessEngineDamage(cVehicleParams *params);
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void ProcessEngineDamage(cVehicleParams *params); //done
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void ProcessEntity(int32 sound); //done
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void ProcessExplosions(int32 explosion);
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void ProcessFireHydrant();
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