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Use bool8 in audio code
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@ -163,7 +163,7 @@ void CGarages::Init(void)
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}
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hGarages = DMAudio.CreateEntity(AUDIOTYPE_GARAGE, (void*)1);
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if (hGarages >= 0)
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DMAudio.SetEntityStatus(hGarages, true);
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DMAudio.SetEntityStatus(hGarages, TRUE);
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}
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void CGarages::Shutdown(void)
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@ -1463,7 +1463,7 @@ void CReplay::RestoreStuffFromMem(void)
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ped->SetModelIndex(mi);
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ped->m_pVehicleAnim = nil;
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ped->m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, ped);
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DMAudio.SetEntityStatus(ped->m_audioEntityId, true);
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DMAudio.SetEntityStatus(ped->m_audioEntityId, TRUE);
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CPopulation::UpdatePedCount((ePedType)ped->m_nPedType, false);
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for (int j = 0; j < TOTAL_WEAPON_SLOTS; j++) {
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int mi1 = CWeaponInfo::GetWeaponInfo(ped->m_weapons[j].m_eWeaponType)->m_nModelId;
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@ -1529,7 +1529,7 @@ void CReplay::RestoreStuffFromMem(void)
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car->SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT, true);
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}
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vehicle->m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, vehicle);
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DMAudio.SetEntityStatus(vehicle->m_audioEntityId, true);
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DMAudio.SetEntityStatus(vehicle->m_audioEntityId, TRUE);
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CCarCtrl::UpdateCarCount(vehicle, false);
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if ((mi == MI_AIRTRAIN || mi == MI_DEADDODO) && vehicle->m_rwObject){
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CVehicleModelInfo* info = (CVehicleModelInfo*)CModelInfo::GetModelInfo(mi);
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