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Implement CScriptSound and bug fixes
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@@ -667,28 +667,28 @@ CEntity* ScriptLoader::LoadSound(CStateManager& mgr, CInputStream& in, int propC
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SActorHead head = LoadActorHead(in, mgr);
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s32 soundId = in.readInt32Big();
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bool active = in.readBool();
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float maxDistance = in.readFloatBig();
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float minDistance = in.readFloatBig();
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float f3 = in.readFloatBig();
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u32 priority = in.readUint32Big();
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u32 maxVolume = in.readUint32Big();
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u32 minVolume = in.readUint32Big();
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u32 panning = in.readUint32Big();
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float maxDist = in.readFloatBig();
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float distComp = in.readFloatBig();
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float startDelay = in.readFloatBig();
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u32 minVol = in.readUint32Big();
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u32 vol = in.readUint32Big();
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u32 prio = in.readUint32Big();
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u32 pan = in.readUint32Big();
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bool loop = in.readBool();
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bool persistent = in.readBool();
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bool triggered = in.readBool();
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bool b4 = in.readBool();
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bool roomAcoustic = in.readBool();
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bool b6 = in.readBool();
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bool b7 = in.readBool();
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u32 w5 = in.readUint32Big();
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bool nonEmitter = in.readBool();
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bool autoStart = in.readBool();
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bool occlusionTest = in.readBool();
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bool acoustics = in.readBool();
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bool worldSfx = in.readBool();
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bool allowDuplicates = in.readBool();
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u32 pitch = in.readUint32Big();
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if (soundId < 0)
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return nullptr;
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return new CScriptSound(mgr.AllocateUniqueId(), head.x0_name, info, head.x10_transform, soundId, active,
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maxDistance, minDistance, f3, priority, maxVolume, 0, minVolume, panning, 0, loop,
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persistent, triggered, b4, roomAcoustic, b6, b7, w5);
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return new CScriptSound(mgr.AllocateUniqueId(), head.x0_name, info, head.x10_transform, u16(soundId), active,
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maxDist, distComp, startDelay, minVol, vol, 0, prio, pan, 0, loop,
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nonEmitter, autoStart, occlusionTest, acoustics, worldSfx, allowDuplicates, pitch);
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}
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CEntity* ScriptLoader::LoadGenerator(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info)
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