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slightly better variable name
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@ -220,9 +220,9 @@ cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
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}
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if(handling->nIdentifier == HANDLING_RCBANDIT){
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handling->Transmission.fUnkMaxVelocity = handling->Transmission.fMaxVelocity;
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handling->Transmission.fMaxCruiseVelocity = handling->Transmission.fMaxVelocity;
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}else{
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handling->Transmission.fUnkMaxVelocity = velocity;
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handling->Transmission.fMaxCruiseVelocity = velocity;
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handling->Transmission.fMaxVelocity = velocity * 1.2f;
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}
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handling->Transmission.fMaxReverseVelocity = -0.2f;
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@ -18,7 +18,7 @@ public:
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uint8 Flags;
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float fEngineAcceleration;
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float fMaxVelocity;
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float fUnkMaxVelocity;
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float fMaxCruiseVelocity;
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float fMaxReverseVelocity;
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float fCurVelocity;
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@ -659,7 +659,7 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage
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if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
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CCarCtrl::SwitchVehicleToRealPhysics(this);
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AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
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AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fMaxCruiseVelocity;
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SetStatus(STATUS_PHYSICS);
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}
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}
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