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Use bool8 in audio code
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@ -85,7 +85,7 @@ void CCranes::AddThisOneCrane(CEntity* pEntity)
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pCrane->m_bWasMilitaryCrane = false;
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pCrane->m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[NumCranes]);
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if (pCrane->m_nAudioEntity >= 0)
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DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, true);
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DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, TRUE);
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pCrane->m_bIsTop = (MODELID_CRANE_1 != pEntity->GetModelIndex());
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// Is this used to avoid military crane?
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if (pCrane->m_bIsTop || pEntity->GetPosition().y > 0.0f) {
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@ -669,7 +669,7 @@ void CCranes::Load(uint8* buf, uint32 size)
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for (int i = 0; i < NUM_CRANES; i++) {
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aCranes[i].m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[i]);
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if (aCranes[i].m_nAudioEntity != 0)
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DMAudio.SetEntityStatus(aCranes[i].m_nAudioEntity, true);
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DMAudio.SetEntityStatus(aCranes[i].m_nAudioEntity, TRUE);
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}
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VALIDATESAVEBUF(size);
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@ -108,7 +108,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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m_fMapObjectHeightAhead = m_fMapObjectHeightBehind = 0.0f;
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m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this);
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if(m_audioEntityId >= 0)
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DMAudio.SetEntityStatus(m_audioEntityId, true);
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DMAudio.SetEntityStatus(m_audioEntityId, TRUE);
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m_nRadioStation = CGeneral::GetRandomNumber() % USERTRACK;
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m_pCurGroundEntity = nil;
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m_bRainAudioCounter = 0;
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