Use bool8 in audio code

This commit is contained in:
Sergeanur
2021-05-22 13:08:26 +03:00
parent bd94c16e78
commit 5bcdb933a7
27 changed files with 1395 additions and 1396 deletions

View File

@ -158,7 +158,7 @@ void CGarages::Init(void)
}
hGarages = DMAudio.CreateEntity(AUDIOTYPE_GARAGE, (void*)1);
if (hGarages >= 0)
DMAudio.SetEntityStatus(hGarages, true);
DMAudio.SetEntityStatus(hGarages, TRUE);
}
void CGarages::Shutdown(void)

View File

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

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@ -1829,7 +1829,7 @@ void CMissionCleanup::Process()
CWorld::Players[0].m_pPed->m_nDrunkCountdown = 0;
CPad::GetPad(0)->SetDrunkInputDelay(0);
CWorld::Players[0].m_bDriveByAllowed = true;
DMAudio.ShutUpPlayerTalking(0);
DMAudio.ShutUpPlayerTalking(FALSE);
CVehicle::bDisableRemoteDetonation = false;
CVehicle::bDisableRemoteDetonationOnContact = false;
CGameLogic::ClearShortCut();

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@ -1398,7 +1398,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
{
CollectParameters(&m_nIp, 1);
DMAudio.ChangeMusicMode(MUSICMODE_FRONTEND);
DMAudio.PlayFrontEndTrack(ScriptParams[0] + STREAMED_SOUND_MISSION_COMPLETED - 1, 0);
DMAudio.PlayFrontEndTrack(ScriptParams[0] + STREAMED_SOUND_MISSION_COMPLETED - 1, FALSE);
return 0;
}
case COMMAND_CLEAR_AREA: