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Use bool8 in audio code
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@ -158,7 +158,7 @@ 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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@ -1829,7 +1829,7 @@ void CMissionCleanup::Process()
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CWorld::Players[0].m_pPed->m_nDrunkCountdown = 0;
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CPad::GetPad(0)->SetDrunkInputDelay(0);
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CWorld::Players[0].m_bDriveByAllowed = true;
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DMAudio.ShutUpPlayerTalking(0);
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DMAudio.ShutUpPlayerTalking(FALSE);
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CVehicle::bDisableRemoteDetonation = false;
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CVehicle::bDisableRemoteDetonationOnContact = false;
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CGameLogic::ClearShortCut();
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@ -1398,7 +1398,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
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{
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CollectParameters(&m_nIp, 1);
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DMAudio.ChangeMusicMode(MUSICMODE_FRONTEND);
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DMAudio.PlayFrontEndTrack(ScriptParams[0] + STREAMED_SOUND_MISSION_COMPLETED - 1, 0);
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DMAudio.PlayFrontEndTrack(ScriptParams[0] + STREAMED_SOUND_MISSION_COMPLETED - 1, FALSE);
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return 0;
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}
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case COMMAND_CLEAR_AREA:
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