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Use bool8 in audio code
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@ -160,7 +160,7 @@ void CGarages::Init(void)
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aCarsInSafeHouse3[i].Init();
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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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AddOne(
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CVector(CRUSHER_GARAGE_X1, CRUSHER_GARAGE_Y1, CRUSHER_GARAGE_Z1),
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CVector(CRUSHER_GARAGE_X2, CRUSHER_GARAGE_Y2, CRUSHER_GARAGE_Z2),
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@ -1232,7 +1232,7 @@ 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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if (ped->m_wepModelID >= 0)
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ped->AddWeaponModel(ped->m_wepModelID);
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@ -1270,7 +1270,7 @@ 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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@ -1327,7 +1327,7 @@ 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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