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Merge branch 'master' into miami
# Conflicts: # src/audio/AudioLogic.cpp # src/control/RoadBlocks.cpp # src/entities/Entity.h # src/entities/Physical.cpp # src/peds/Ped.cpp # src/render/Renderer.cpp # src/vehicles/Automobile.cpp # src/vehicles/CarGen.cpp # src/weapons/BulletInfo.cpp # src/weapons/Weapon.cpp
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@ -205,13 +205,13 @@ void CBulletInfo::Update(void)
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if (pHitEntity->IsObject()) {
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CObject *pHitObject = (CObject*)pHitEntity;
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if ( !pHitObject->bInfiniteMass && pHitObject->m_fCollisionDamageMultiplier < 99.9f) {
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bool notStatic = !pHitObject->IsStatic();
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bool notStatic = !pHitObject->GetIsStatic();
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if (notStatic && pHitObject->m_fUprootLimit <= 0.0f) {
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pHitObject->bIsStatic = false;
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pHitObject->AddToMovingList();
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}
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notStatic = !pHitObject->IsStatic();
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notStatic = !pHitObject->GetIsStatic();
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if (!notStatic) {
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CVector moveForce = point.normal * -BULLET_HIT_FORCE;
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pHitObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
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@ -1526,14 +1526,14 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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if ( !victimObject->bInfiniteMass && victimObject->m_fCollisionDamageMultiplier < 99.9f)
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{
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bool notStatic = !victimObject->IsStatic();
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bool notStatic = !victimObject->GetIsStatic();
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if (notStatic && victimObject->m_fUprootLimit <= 0.0f)
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{
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victimObject->bIsStatic = false;
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victimObject->SetIsStatic(false);
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victimObject->AddToMovingList();
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}
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notStatic = !victimObject->IsStatic();
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notStatic = !victimObject->GetIsStatic();
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if (!notStatic)
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{
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CVector moveForce = point->normal * -4.0f;
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@ -1922,14 +1922,14 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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if ( !victimObject->bInfiniteMass )
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{
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bool notStatic = !victimObject->IsStatic();
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bool notStatic = !victimObject->GetIsStatic();
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if ( notStatic && victimObject->m_fUprootLimit <= 0.0f )
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{
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victimObject->bIsStatic = false;
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victimObject->SetIsStatic(false);
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victimObject->AddToMovingList();
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}
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notStatic = !victimObject->IsStatic();
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notStatic = !victimObject->GetIsStatic();
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if ( !notStatic )
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{
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CVector moveForce = point.normal*-5.0f;
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@ -3149,9 +3149,9 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
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object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
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object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
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if ( object->IsStatic())
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if ( object->GetIsStatic())
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{
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object->bIsStatic = false;
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object->SetIsStatic(false);
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object->AddToMovingList();
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}
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}
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