Use bool8 in audio code

This commit is contained in:
Sergeanur
2021-05-22 12:11:50 +03:00
parent 596e12b897
commit 786e101acf
26 changed files with 1183 additions and 1183 deletions

View File

@ -160,7 +160,7 @@ void CGarages::Init(void)
aCarsInSafeHouse3[i].Init();
hGarages = DMAudio.CreateEntity(AUDIOTYPE_GARAGE, (void*)1);
if (hGarages >= 0)
DMAudio.SetEntityStatus(hGarages, true);
DMAudio.SetEntityStatus(hGarages, TRUE);
AddOne(
CVector(CRUSHER_GARAGE_X1, CRUSHER_GARAGE_Y1, CRUSHER_GARAGE_Z1),
CVector(CRUSHER_GARAGE_X2, CRUSHER_GARAGE_Y2, CRUSHER_GARAGE_Z2),

View File

@ -1232,7 +1232,7 @@ 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);
if (ped->m_wepModelID >= 0)
ped->AddWeaponModel(ped->m_wepModelID);
@ -1270,7 +1270,7 @@ 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);

View File

@ -1327,7 +1327,7 @@ 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: