Small type use fixes
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@@ -128,31 +128,31 @@ cAudioManager::PostInitialiseGameSpecificSetup()
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{
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m_nFireAudioEntity = CreateEntity(AUDIOTYPE_FIRE, &gFireManager);
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if (m_nFireAudioEntity >= 0)
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SetEntityStatus(m_nFireAudioEntity, 1);
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SetEntityStatus(m_nFireAudioEntity, true);
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m_nCollisionEntity = CreateEntity(AUDIOTYPE_COLLISION, (void *)1);
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if (m_nCollisionEntity >= 0)
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SetEntityStatus(m_nCollisionEntity, 1);
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SetEntityStatus(m_nCollisionEntity, true);
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m_nFrontEndEntity = CreateEntity(AUDIOTYPE_FRONTEND, (void *)1);
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if (m_nFrontEndEntity >= 0)
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SetEntityStatus(m_nFrontEndEntity, 1);
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SetEntityStatus(m_nFrontEndEntity, true);
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m_nProjectileEntity = CreateEntity(AUDIOTYPE_PROJECTILE, (void *)1);
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if (m_nProjectileEntity >= 0)
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SetEntityStatus(m_nProjectileEntity, 1);
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SetEntityStatus(m_nProjectileEntity, true);
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m_nWaterCannonEntity = CreateEntity(AUDIOTYPE_WATERCANNON, (void *)1);
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if (m_nWaterCannonEntity >= 0)
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SetEntityStatus(m_nWaterCannonEntity, 1);
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SetEntityStatus(m_nWaterCannonEntity, true);
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m_nPoliceChannelEntity = CreateEntity(AUDIOTYPE_POLICERADIO, (void *)1);
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if (m_nPoliceChannelEntity >= 0)
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SetEntityStatus(m_nPoliceChannelEntity, 1);
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SetEntityStatus(m_nPoliceChannelEntity, true);
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m_nBridgeEntity = CreateEntity(AUDIOTYPE_BRIDGE, (void *)1);
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if (m_nBridgeEntity >= 0)
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SetEntityStatus(m_nBridgeEntity, 1);
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SetEntityStatus(m_nBridgeEntity, true);
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m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
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m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_NOT_LOADED;
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@@ -240,7 +240,7 @@ cAudioManager::ProcessReverb() const
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;
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i++) {
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if (m_asActiveSamples[i].m_bReverbFlag)
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SampleManager.SetChannelReverbFlag(i, 1);
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SampleManager.SetChannelReverbFlag(i, true);
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}
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}
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}
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@@ -287,7 +287,7 @@ cAudioManager::ProcessSpecial()
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void
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cAudioManager::ProcessEntity(int32 id)
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{
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if (m_asAudioEntities[id].m_nStatus) {
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if (m_asAudioEntities[id].m_bStatus) {
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m_sQueueSample.m_nEntityIndex = id;
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switch (m_asAudioEntities[id].m_nType) {
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case AUDIOTYPE_PHYSICAL:
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