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small fixes
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@ -683,7 +683,7 @@ CEntity::ProcessLightsForEntity(void)
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lightOn = true;
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break;
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case LIGHT_FLICKER_NIGHT:
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if(CClock::GetHours() > 18 || CClock::GetHours() < 7){
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if(CClock::GetHours() > 18 || CClock::GetHours() < 7 || CWeather::WetRoads > 0.5f){){
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if((CTimer::GetTimeInMilliseconds() ^ m_randomSeed) & 0x60)
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lightOn = true;
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else
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@ -1076,13 +1076,13 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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if(B->IsBuilding())
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skipShift = false;
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else if(IsTrafficLight(A->GetModelIndex()) &&
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else if(IsStreetLight(A->GetModelIndex()) &&
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(B->IsVehicle() || B->IsPed()) &&
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A->GetUp().z < 0.66f)
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skipShift = true;
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else if((A->IsVehicle() || A->IsPed()) &&
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B->GetUp().z < 0.66f &&
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IsTrafficLight(B->GetModelIndex()))
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IsStreetLight(B->GetModelIndex()))
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skipShift = true;
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// TODO: maybe flip some ifs here
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else if(A->IsObject() && B->IsVehicle()){
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@ -1407,7 +1407,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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if(B->IsBuilding())
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skipCollision = false;
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else if(IsTrafficLight(A->GetModelIndex()) &&
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else if(IsStreetLight(A->GetModelIndex()) &&
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(B->IsVehicle() || B->IsPed()) &&
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A->GetUp().z < 0.66f){
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skipCollision = true;
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@ -1415,7 +1415,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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Aobj->m_pCollidingEntity = B;
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}else if((A->IsVehicle() || A->IsPed()) &&
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B->GetUp().z < 0.66f &&
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IsTrafficLight(B->GetModelIndex())){
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IsStreetLight(B->GetModelIndex())){
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skipCollision = true;
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A->bSkipLineCol = true;
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Bobj->m_pCollidingEntity = A;
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