Use bool8 in audio code
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@@ -158,7 +158,7 @@ cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollisio
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void
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cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter)
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{
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bool distCalculated = false;
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bool8 distCalculated = FALSE;
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if(col.m_fIntensity2 > 0.0016f) {
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uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
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if(emittingVol) {
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@@ -168,7 +168,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_vecPos = col.m_vecPosition;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bIs2D = FALSE;
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m_sQueueSample.m_nReleasingVolumeModificator = 7;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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@@ -178,10 +178,10 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_bReleasingSoundFlag = FALSE;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_bReverbFlag = TRUE;
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m_sQueueSample.m_bRequireReflection = FALSE;
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AddSampleToRequestedQueue();
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}
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}
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@@ -311,7 +311,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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if(counter >= 255) counter = 28;
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m_sQueueSample.m_vecPos = col.m_vecPosition;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bIs2D = FALSE;
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m_sQueueSample.m_nReleasingVolumeModificator = 11;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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@@ -319,9 +319,9 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_bReleasingSoundFlag = TRUE;
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m_sQueueSample.m_bReverbFlag = TRUE;
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m_sQueueSample.m_bRequireReflection = FALSE;
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AddSampleToRequestedQueue();
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}
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}
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@@ -332,13 +332,12 @@ void
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cAudioManager::ServiceCollisions()
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{
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int i, j;
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bool abRepeatedCollision1[NUMAUDIOCOLLISIONS];
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bool abRepeatedCollision2[NUMAUDIOCOLLISIONS];
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bool8 abRepeatedCollision1[NUMAUDIOCOLLISIONS];
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bool8 abRepeatedCollision2[NUMAUDIOCOLLISIONS];
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m_sQueueSample.m_nEntityIndex = m_nCollisionEntity;
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for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
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abRepeatedCollision1[i] = abRepeatedCollision2[i] = false;
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for (int i = 0; i < NUMAUDIOCOLLISIONS; i++) abRepeatedCollision1[i] = abRepeatedCollision2[i] = FALSE;
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for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
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for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
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@@ -348,8 +347,8 @@ cAudioManager::ServiceCollisions()
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&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface1 == m_sCollisionManager.m_asCollisions2[j].m_bSurface1)
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&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface2 == m_sCollisionManager.m_asCollisions2[j].m_bSurface2)
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) {
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abRepeatedCollision1[index] = true;
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abRepeatedCollision2[j] = true;
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abRepeatedCollision1[index] = TRUE;
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abRepeatedCollision2[j] = TRUE;
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m_sCollisionManager.m_asCollisions1[index].m_nBaseVolume = ++m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume;
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SetUpLoopingCollisionSound(m_sCollisionManager.m_asCollisions1[index], j);
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break;
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