Changed BroadcastSoundEffect function to take floating pos.
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@@ -91,7 +91,7 @@ void cNoteEntity::MakeSound(void)
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// TODO: instead of calculating the power function over and over, make a precalculated table - there's only 24 pitches after all
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float calcPitch = pow(2.0f, ((float)m_Pitch - 12.0f) / 12.0f);
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m_World->BroadcastSoundEffect(sampleName, m_PosX * 8, m_PosY * 8, m_PosZ * 8, 3.0f, calcPitch);
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m_World->BroadcastSoundEffect(sampleName, (double)m_PosX, (double)m_PosY, (double)m_PosZ, 3.0f, calcPitch);
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}
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