From 786e101acff29e07503a4d3c294b613d4a2714b3 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sat, 22 May 2021 12:11:50 +0300 Subject: Use bool8 in audio code --- src/vehicles/Cranes.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/vehicles/Cranes.cpp') diff --git a/src/vehicles/Cranes.cpp b/src/vehicles/Cranes.cpp index 1191465a..0c7913af 100644 --- a/src/vehicles/Cranes.cpp +++ b/src/vehicles/Cranes.cpp @@ -85,7 +85,7 @@ void CCranes::AddThisOneCrane(CEntity* pEntity) pCrane->m_bWasMilitaryCrane = false; pCrane->m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[NumCranes]); if (pCrane->m_nAudioEntity >= 0) - DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, true); + DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, TRUE); pCrane->m_bIsTop = (MODELID_CRANE_1 != pEntity->GetModelIndex()); // Is this used to avoid military crane? if (pCrane->m_bIsTop || pEntity->GetPosition().y > 0.0f) { @@ -669,7 +669,7 @@ void CCranes::Load(uint8* buf, uint32 size) for (int i = 0; i < NUM_CRANES; i++) { aCranes[i].m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[i]); if (aCranes[i].m_nAudioEntity != 0) - DMAudio.SetEntityStatus(aCranes[i].m_nAudioEntity, true); + DMAudio.SetEntityStatus(aCranes[i].m_nAudioEntity, TRUE); } VALIDATESAVEBUF(size); -- cgit v1.2.3