From 2a4717fa41c332add177d18ef99bcddff9fece93 Mon Sep 17 00:00:00 2001
From: saml1er <danishroar@gmail.com>
Date: Fri, 17 Apr 2020 16:14:59 +0500
Subject: [PATCH] Apply clang format to CWorld

---
 src/core/World.cpp | 1921 +++++++++++++++++++++++---------------------
 1 file changed, 1007 insertions(+), 914 deletions(-)

diff --git a/src/core/World.cpp b/src/core/World.cpp
index f0b290a3..358e1823 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -1,55 +1,54 @@
-#include "common.h"
-#include "patcher.h"
+#include "World.h"
+#include "Camera.h"
+#include "CarCtrl.h"
+#include "CopPed.h"
+#include "CutsceneMgr.h"
+#include "DMAudio.h"
 #include "Entity.h"
+#include "EventList.h"
+#include "Explosion.h"
+#include "Fire.h"
+#include "Garages.h"
+#include "Glass.h"
+#include "Messages.h"
+#include "ModelIndices.h"
+#include "Object.h"
+#include "ParticleObject.h"
 #include "Ped.h"
 #include "PlayerPed.h"
-#include "Vehicle.h"
-#include "Object.h"
-#include "Camera.h"
-#include "DMAudio.h"
-#include "CarCtrl.h"
-#include "Garages.h"
-#include "TempColModels.h"
-#include "World.h"
-#include "ModelIndices.h"
-#include "References.h"
-#include "CutsceneMgr.h"
-#include "Record.h"
-#include "RpAnimBlend.h"
-#include "Messages.h"
-#include "Replay.h"
 #include "Population.h"
-#include "Fire.h"
 #include "ProjectileInfo.h"
-#include "WaterLevel.h"
-#include "CopPed.h"
-#include "Object.h"
+#include "Record.h"
+#include "References.h"
+#include "Replay.h"
+#include "RpAnimBlend.h"
 #include "Shadows.h"
-#include "Explosion.h"
-#include "Glass.h"
-#include "ParticleObject.h"
-#include "EventList.h"
+#include "TempColModels.h"
+#include "Vehicle.h"
+#include "WaterLevel.h"
+#include "common.h"
+#include "patcher.h"
 
 #define OBJECT_REPOSITION_OFFSET_Z 2.0f
 
 CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
 
-CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60;
-CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList*)0x8F433C;
-CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector (*)[NUMSECTORS_Y])0x665608;
-uint16 &CWorld::ms_nCurrentScanCode = *(uint16*)0x95CC64;
+CPtrList *CWorld::ms_bigBuildingsList = (CPtrList *)0x6FAB60;
+CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList *)0x8F433C;
+CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector(*)[NUMSECTORS_Y])0x665608;
+uint16 &CWorld::ms_nCurrentScanCode = *(uint16 *)0x95CC64;
 
 uint8 &CWorld::PlayerInFocus = *(uint8 *)0x95CD61;
 CPlayerInfo CWorld::Players[NUMPLAYERS];
-bool &CWorld::bNoMoreCollisionTorque = *(bool*)0x95CDCC;
-CEntity *&CWorld::pIgnoreEntity	= *(CEntity**)0x8F6494;
-bool &CWorld::bIncludeDeadPeds = *(bool*)0x95CD8F;
-bool &CWorld::bSecondShift = *(bool*)0x95CD54;
-bool &CWorld::bForceProcessControl = *(bool*)0x95CD6C;
-bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B;
+bool &CWorld::bNoMoreCollisionTorque = *(bool *)0x95CDCC;
+CEntity *&CWorld::pIgnoreEntity = *(CEntity **)0x8F6494;
+bool &CWorld::bIncludeDeadPeds = *(bool *)0x95CD8F;
+bool &CWorld::bSecondShift = *(bool *)0x95CD54;
+bool &CWorld::bForceProcessControl = *(bool *)0x95CD6C;
+bool &CWorld::bProcessCutsceneOnly = *(bool *)0x95CD8B;
 
-bool &CWorld::bDoingCarCollisions = *(bool*)0x95CD8C;
-bool &CWorld::bIncludeCarTyres = *(bool*)0x95CDAA;
+bool &CWorld::bDoingCarCollisions = *(bool *)0x95CD8C;
+bool &CWorld::bIncludeCarTyres = *(bool *)0x95CDAA;
 
 void
 CWorld::Initialise()
@@ -67,37 +66,31 @@ CWorld::Initialise()
 void
 CWorld::Add(CEntity *ent)
 {
-	if(ent->IsVehicle() || ent->IsPed())
-		DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, true);
+	if(ent->IsVehicle() || ent->IsPed()) DMAudio.SetEntityStatus(((CPhysical *)ent)->m_audioEntityId, true);
 
 	if(ent->bIsBIGBuilding)
 		ms_bigBuildingsList[ent->m_level].InsertItem(ent);
 	else
 		ent->Add();
 
-	if(ent->IsBuilding() || ent->IsDummy())
-		return;
+	if(ent->IsBuilding() || ent->IsDummy()) return;
 
-	if(!ent->bIsStatic)
-		((CPhysical*)ent)->AddToMovingList();
+	if(!ent->bIsStatic) ((CPhysical *)ent)->AddToMovingList();
 }
 
 void
 CWorld::Remove(CEntity *ent)
 {
-	if(ent->IsVehicle() || ent->IsPed())
-		DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, false);
+	if(ent->IsVehicle() || ent->IsPed()) DMAudio.SetEntityStatus(((CPhysical *)ent)->m_audioEntityId, false);
 
 	if(ent->bIsBIGBuilding)
 		ms_bigBuildingsList[ent->m_level].RemoveItem(ent);
 	else
 		ent->Remove();
 
-	if(ent->IsBuilding() || ent->IsDummy())
-		return;
+	if(ent->IsBuilding() || ent->IsDummy()) return;
 
-	if(!ent->bIsStatic)
-		((CPhysical*)ent)->RemoveFromMovingList();
+	if(!ent->bIsStatic) ((CPhysical *)ent)->RemoveFromMovingList();
 }
 
 void
@@ -105,43 +98,43 @@ CWorld::ClearScanCodes(void)
 {
 	CPtrNode *node;
 	for(int i = 0; i < NUMSECTORS_Y; i++)
-	for(int j = 0; j < NUMSECTORS_X; j++){
-		CSector *s = &ms_aSectors[i][j];
-		for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next)
-			((CEntity*)node->item)->m_scanCode = 0;
-		for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next)
-			((CEntity*)node->item)->m_scanCode = 0;
-		for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next)
-			((CEntity*)node->item)->m_scanCode = 0;
-		for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next)
-			((CEntity*)node->item)->m_scanCode = 0;
-		for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next)
-			((CEntity*)node->item)->m_scanCode = 0;
-	}
+		for(int j = 0; j < NUMSECTORS_X; j++) {
+			CSector *s = &ms_aSectors[i][j];
+			for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next)
+				((CEntity *)node->item)->m_scanCode = 0;
+			for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next)
+				((CEntity *)node->item)->m_scanCode = 0;
+			for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next)
+				((CEntity *)node->item)->m_scanCode = 0;
+			for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next)
+				((CEntity *)node->item)->m_scanCode = 0;
+			for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next)
+				((CEntity *)node->item)->m_scanCode = 0;
+		}
 }
 
 void
-CWorld::ClearExcitingStuffFromArea(const CVector& pos, float radius, bool bRemoveProjectilesAndTidyUpShadows)
+CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemoveProjectilesAndTidyUpShadows)
 {
-	CPedPool* pedPool = CPools::GetPedPool();
-	for (int32 i = 0; i < pedPool->GetSize(); i++) {
-		CPed* pPed = pedPool->GetSlot(i);
-		if (pPed && !pPed->IsPlayer() && pPed->CanBeDeleted() && 
-			CVector2D(pPed->GetPosition() - pos).MagnitudeSqr() < radius) {
+	CPedPool *pedPool = CPools::GetPedPool();
+	for(int32 i = 0; i < pedPool->GetSize(); i++) {
+		CPed *pPed = pedPool->GetSlot(i);
+		if(pPed && !pPed->IsPlayer() && pPed->CanBeDeleted() &&
+		   CVector2D(pPed->GetPosition() - pos).MagnitudeSqr() < radius) {
 			CPopulation::RemovePed(pPed);
 		}
 	}
-	CVehiclePool* VehiclePool = CPools::GetVehiclePool();
-	for (int32 i = 0; i < VehiclePool->GetSize(); i++) {
-		CVehicle* pVehicle = VehiclePool->GetSlot(i);
-		if (pVehicle && CVector2D(pVehicle->GetPosition() - pos).MagnitudeSqr() < radius && 
-			!pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
-			if (pVehicle->pDriver) {
+	CVehiclePool *VehiclePool = CPools::GetVehiclePool();
+	for(int32 i = 0; i < VehiclePool->GetSize(); i++) {
+		CVehicle *pVehicle = VehiclePool->GetSlot(i);
+		if(pVehicle && CVector2D(pVehicle->GetPosition() - pos).MagnitudeSqr() < radius &&
+		   !pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
+			if(pVehicle->pDriver) {
 				CPopulation::RemovePed(pVehicle->pDriver);
 				pVehicle->pDriver = nil;
 			}
-			for (int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
-				if (pVehicle->pPassengers[j]) {
+			for(int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
+				if(pVehicle->pPassengers[j]) {
 					CPopulation::RemovePed(pVehicle->pPassengers[j]);
 					pVehicle->pPassengers[j] = nil;
 					--pVehicle->m_nNumPassengers;
@@ -156,7 +149,7 @@ CWorld::ClearExcitingStuffFromArea(const CVector& pos, float radius, bool bRemov
 	gFireManager.ExtinguishPoint(pos, radius);
 	CWorld::ExtinguishAllCarFiresInArea(pos, radius);
 	CExplosion::RemoveAllExplosionsInArea(pos, radius);
-	if (bRemoveProjectilesAndTidyUpShadows) {
+	if(bRemoveProjectilesAndTidyUpShadows) {
 		CProjectileInfo::RemoveAllProjectiles();
 		CShadows::TidyUpShadows();
 	}
@@ -165,13 +158,14 @@ CWorld::ClearExcitingStuffFromArea(const CVector& pos, float radius, bool bRemov
 bool
 CWorld::CameraToIgnoreThisObject(CEntity *ent)
 {
-	if(CGarages::IsModelIndexADoor(ent->GetModelIndex()))
-		return false;
-	return ((CObject*)ent)->m_bCameraToAvoidThisObject != 1;
+	if(CGarages::IsModelIndexADoor(ent->GetModelIndex())) return false;
+	return ((CObject *)ent)->m_bCameraToAvoidThisObject != 1;
 }
 
 bool
-CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity,
+                           bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
+                           bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
 {
 	int x, xstart, xend;
 	int y, ystart, yend;
@@ -188,94 +182,80 @@ CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoi
 	xend = GetSectorIndexX(point2.x);
 	yend = GetSectorIndexY(point2.y);
 
-#define LOSARGS CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects
+#define LOSARGS                                                                                                        \
+	CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects,         \
+	    checkDummies, ignoreSeeThrough, ignoreSomeObjects
 
-	if(xstart == xend && ystart == yend){
+	if(xstart == xend && ystart == yend) {
 		// Only one sector
 		return ProcessLineOfSightSector(*GetSector(xstart, ystart), LOSARGS);
-	}else if(xstart == xend){
+	} else if(xstart == xend) {
 		// Only step in y
 		if(ystart < yend)
-			for(y = ystart; y <= yend; y++)
-				ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+			for(y = ystart; y <= yend; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
 		else
-			for(y = ystart; y >= yend; y--)
-				ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+			for(y = ystart; y >= yend; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
 		return dist < 1.0f;
-	}else if(ystart == yend){
+	} else if(ystart == yend) {
 		// Only step in x
 		if(xstart < xend)
-			for(x = xstart; x <= xend; x++)
-				ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
+			for(x = xstart; x <= xend; x++) ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
 		else
-			for(x = xstart; x >= xend; x--)
-				ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
+			for(x = xstart; x >= xend; x--) ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
 		return dist < 1.0f;
-	}else{
-		if(point1.x < point2.x){
+	} else {
+		if(point1.x < point2.x) {
 			// Step from left to right
 			float m = (point2.y - point1.y) / (point2.x - point1.x);
 
 			y1 = ystart;
-			y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y);
+			y2 = GetSectorIndexY((GetWorldX(xstart + 1) - point1.x) * m + point1.y);
 			if(y1 < y2)
-				for(y = y1; y <= y2; y++)
-					ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+				for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
 			else
-				for(y = y1; y >= y2; y--)
-					ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+				for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
 
-			for(x = xstart+1; x < xend; x++){
+			for(x = xstart + 1; x < xend; x++) {
 				y1 = y2;
-				y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y);
+				y2 = GetSectorIndexY((GetWorldX(x + 1) - point1.x) * m + point1.y);
 				if(y1 < y2)
-					for(y = y1; y <= y2; y++)
-						ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
+					for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
 				else
-					for(y = y1; y >= y2; y--)
-						ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
+					for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
 			}
 
 			y1 = y2;
 			y2 = yend;
 			if(y1 < y2)
-				for(y = y1; y <= y2; y++)
-					ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
+				for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
 			else
-				for(y = y1; y >= y2; y--)
-					ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
-		}else{
+				for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
+		} else {
 			// Step from right to left
 			float m = (point2.y - point1.y) / (point2.x - point1.x);
 
 			y1 = ystart;
-			y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y);
+			y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x) * m + point1.y);
 			if(y1 < y2)
-				for(y = y1; y <= y2; y++)
-					ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+				for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
 			else
-				for(y = y1; y >= y2; y--)
-					ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
+				for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
 
-			for(x = xstart-1; x > xend; x--){
+			for(x = xstart - 1; x > xend; x--) {
 				y1 = y2;
-				y2 = GetSectorIndexY((GetWorldX(x) - point1.x)*m + point1.y);
+				y2 = GetSectorIndexY((GetWorldX(x) - point1.x) * m + point1.y);
 				if(y1 < y2)
-					for(y = y1; y <= y2; y++)
-						ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
+					for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
 				else
-					for(y = y1; y >= y2; y--)
-						ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
+					for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
 			}
 
 			y1 = y2;
 			y2 = yend;
 			if(y1 < y2)
-				for(y = y1; y <= y2; y++)
-					ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
+				for(y = y1; y <= y2; y++) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
 			else
-				for(y = y1; y >= y2; y--)
-					ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
+				for(y = y1; y >= y2; y--) ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
 		}
 		return dist < 1.0f;
 	}
@@ -284,51 +264,63 @@ CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoi
 }
 
 bool
-CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity,
+                                 bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
+                                 bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
 {
 	float mindist = dist;
 	bool deadPeds = !!bIncludeDeadPeds;
 	bIncludeDeadPeds = false;
 
-	if(checkBuildings){
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough);
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
+	if(checkBuildings) {
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
+		                             ignoreSeeThrough);
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity,
+		                             ignoreSeeThrough);
 	}
 
-	if(checkVehicles){
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough);
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
+	if(checkVehicles) {
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity,
+		                             ignoreSeeThrough);
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity,
+		                             ignoreSeeThrough);
 	}
 
-	if(checkPeds){
-		if(deadPeds)
-			bIncludeDeadPeds = true;
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough);
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
+	if(checkPeds) {
+		if(deadPeds) bIncludeDeadPeds = true;
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
+		                             ignoreSeeThrough);
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
+		                             ignoreSeeThrough);
 		bIncludeDeadPeds = false;
 	}
 
-	if(checkObjects){
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects);
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects);
+	if(checkObjects) {
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity,
+		                             ignoreSeeThrough, ignoreSomeObjects);
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity,
+		                             ignoreSeeThrough, ignoreSomeObjects);
 	}
 
-	if(checkDummies){
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough);
-		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
+	if(checkDummies) {
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity,
+		                             ignoreSeeThrough);
+		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity,
+		                             ignoreSeeThrough);
 	}
 
 	bIncludeDeadPeds = deadPeds;
 
-	if(mindist < dist){
+	if(mindist < dist) {
 		dist = mindist;
 		return true;
-	}else
+	} else
 		return false;
 }
 
 bool
-CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist,
+                                     CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects)
 {
 	bool deadPeds = false;
 	float mindist = dist;
@@ -336,119 +328,137 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
 	CEntity *e;
 	CColModel *colmodel;
 
-	if(list.first && bIncludeDeadPeds && ((CEntity*)list.first->item)->IsPed())
-		deadPeds = true;
+	if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true;
 
-	for(node = list.first; node; node = node->next){
-		e = (CEntity*)node->item;
-		if(e->m_scanCode != GetCurrentScanCode() &&
-		   e != pIgnoreEntity &&
-		   (e->bUsesCollision || deadPeds) &&
-		   !(ignoreSomeObjects && CameraToIgnoreThisObject(e))){
+	for(node = list.first; node; node = node->next) {
+		e = (CEntity *)node->item;
+		if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds) &&
+		   !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
 			colmodel = nil;
 			e->m_scanCode = GetCurrentScanCode();
 
-			if(e->IsPed()){
-				if(e->bUsesCollision ||
-				   deadPeds && ((CPed*)e)->m_nPedState == PED_DEAD){
-					if (((CPed*)e)->UseGroundColModel())
+			if(e->IsPed()) {
+				if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD) {
+					if(((CPed *)e)->UseGroundColModel())
 						colmodel = &CTempColModels::ms_colModelPedGroundHit;
 					else
 #ifdef ANIMATE_PED_COL_MODEL
-						colmodel = CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->GetHitColModel(), RpClumpGetFrame(e->GetClump()));
+						colmodel = CPedModelInfo::AnimatePedColModel(
+						    ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))
+						        ->GetHitColModel(),
+						    RpClumpGetFrame(e->GetClump()));
 #else
-						colmodel = ((CPedModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->GetHitColModel();
+						colmodel =
+						    ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))
+						        ->GetHitColModel();
 #endif
-				}else
+				} else
 					colmodel = nil;
-			}else if(e->bUsesCollision)
+			} else if(e->bUsesCollision)
 				colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
 
-			if(colmodel &&
-			   CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough))
+			if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist,
+			                                              ignoreSeeThrough))
 				entity = e;
 		}
 	}
 
-	if(mindist < dist){
+	if(mindist < dist) {
 		dist = mindist;
 		return true;
-	}else
+	} else
 		return false;
 }
 
-bool 
-CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly)
+bool
+CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings,
+                            bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies,
+                            bool ignoreSeeThrough, CStoredCollPoly *poly)
 {
 	AdvanceCurrentScanCode();
 	CVector point2(point1.x, point1.y, z2);
 	return ProcessVerticalLineSector(*GetSector(GetSectorIndexX(point1.x), GetSectorIndexX(point1.y)),
-		CColLine(point1, point2), point, entity,
-		checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly);
+	                                 CColLine(point1, point2), point, entity, checkBuildings, checkVehicles,
+	                                 checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly);
 }
 
 bool
-CWorld::ProcessVerticalLineSector(CSector &sector, const CColLine &line, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly)
+CWorld::ProcessVerticalLineSector(CSector &sector, const CColLine &line, CColPoint &point, CEntity *&entity,
+                                  bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
+                                  bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly)
 {
 	float mindist = 1.0f;
 
-	if(checkBuildings){
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough, poly);
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+	if(checkBuildings) {
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
+		                              ignoreSeeThrough, poly);
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist,
+		                              entity, ignoreSeeThrough, poly);
 	}
 
-	if(checkVehicles){
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough, poly);
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+	if(checkVehicles) {
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity,
+		                              ignoreSeeThrough, poly);
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity,
+		                              ignoreSeeThrough, poly);
 	}
 
-	if(checkPeds){
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough, poly);
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+	if(checkPeds) {
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
+		                              ignoreSeeThrough, poly);
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
+		                              ignoreSeeThrough, poly);
 	}
 
-	if(checkObjects){
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, poly);
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+	if(checkObjects) {
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity,
+		                              ignoreSeeThrough, poly);
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity,
+		                              ignoreSeeThrough, poly);
 	}
 
-	if(checkDummies){
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough, poly);
-		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
+	if(checkDummies) {
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity,
+		                              ignoreSeeThrough, poly);
+		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity,
+		                              ignoreSeeThrough, poly);
 	}
 
 	return mindist < 1.0f;
 }
 
 bool
-CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly)
+CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist,
+                                      CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly)
 {
 	float mindist = dist;
 	CPtrNode *node;
 	CEntity *e;
 	CColModel *colmodel;
 
-	for(node = list.first; node; node = node->next){
-		e = (CEntity*)node->item;
-		if(e->m_scanCode != GetCurrentScanCode() &&
-		   e->bUsesCollision){
+	for(node = list.first; node; node = node->next) {
+		e = (CEntity *)node->item;
+		if(e->m_scanCode != GetCurrentScanCode() && e->bUsesCollision) {
 			e->m_scanCode = GetCurrentScanCode();
 
 			colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
-			if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough, poly))
+			if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist,
+			                                   ignoreSeeThrough, poly))
 				entity = e;
 		}
 	}
 
-	if(mindist < dist){
+	if(mindist < dist) {
 		dist = mindist;
 		return true;
-	}else
+	} else
 		return false;
 }
 
 bool
-CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles,
+                              bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough,
+                              bool ignoreSomeObjects)
 {
 	int x, xstart, xend;
 	int y, ystart, yend;
@@ -461,58 +471,54 @@ CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool
 	xend = GetSectorIndexX(point2.x);
 	yend = GetSectorIndexY(point2.y);
 
-#define LOSARGS CColLine(point1, point2), checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects
+#define LOSARGS                                                                                                        \
+	CColLine(point1, point2), checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies,                \
+	    ignoreSeeThrough, ignoreSomeObjects
 
-	if(xstart == xend && ystart == yend){
+	if(xstart == xend && ystart == yend) {
 		// Only one sector
 		return GetIsLineOfSightSectorClear(*GetSector(xstart, ystart), LOSARGS);
-	}else if(xstart == xend){
+	} else if(xstart == xend) {
 		// Only step in y
-		if(ystart < yend){
+		if(ystart < yend) {
 			for(y = ystart; y <= yend; y++)
-				if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
-					return false;
-		}else{
+				if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
+		} else {
 			for(y = ystart; y >= yend; y--)
-				if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
-					return false;
+				if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
 		}
-	}else if(ystart == yend){
+	} else if(ystart == yend) {
 		// Only step in x
-		if(xstart < xend){
+		if(xstart < xend) {
 			for(x = xstart; x <= xend; x++)
-				if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS))
-					return false;
-		}else{
+				if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS)) return false;
+		} else {
 			for(x = xstart; x >= xend; x--)
-				if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS))
-					return false;
+				if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS)) return false;
 		}
-	}else{
-		if(point1.x < point2.x){
+	} else {
+		if(point1.x < point2.x) {
 			// Step from left to right
 			float m = (point2.y - point1.y) / (point2.x - point1.x);
 
 			y1 = ystart;
-			y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y);
-			if(y1 < y2){
+			y2 = GetSectorIndexY((GetWorldX(xstart + 1) - point1.x) * m + point1.y);
+			if(y1 < y2) {
 				for(y = y1; y <= y2; y++)
-					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
-						return false;
-			}else{
+					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
+			} else {
 				for(y = y1; y >= y2; y--)
-					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
-						return false;
+					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
 			}
 
-			for(x = xstart+1; x < xend; x++){
+			for(x = xstart + 1; x < xend; x++) {
 				y1 = y2;
-				y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y);
-				if(y1 < y2){
+				y2 = GetSectorIndexY((GetWorldX(x + 1) - point1.x) * m + point1.y);
+				if(y1 < y2) {
 					for(y = y1; y <= y2; y++)
 						if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
 							return false;
-				}else{
+				} else {
 					for(y = y1; y >= y2; y--)
 						if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
 							return false;
@@ -521,39 +527,35 @@ CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool
 
 			y1 = y2;
 			y2 = yend;
-			if(y1 < y2){
+			if(y1 < y2) {
 				for(y = y1; y <= y2; y++)
-					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
-						return false;
-			}else{
+					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
+			} else {
 				for(y = y1; y >= y2; y--)
-					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
-						return false;
+					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
 			}
-		}else{
+		} else {
 			// Step from right to left
 			float m = (point2.y - point1.y) / (point2.x - point1.x);
 
 			y1 = ystart;
-			y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y);
-			if(y1 < y2){
+			y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x) * m + point1.y);
+			if(y1 < y2) {
 				for(y = y1; y <= y2; y++)
-					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
-						return false;
-			}else{
+					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
+			} else {
 				for(y = y1; y >= y2; y--)
-					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
-						return false;
+					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS)) return false;
 			}
 
-			for(x = xstart-1; x > xend; x--){
+			for(x = xstart - 1; x > xend; x--) {
 				y1 = y2;
-				y2 = GetSectorIndexY((GetWorldX(x) - point1.x)*m + point1.y);
-				if(y1 < y2){
+				y2 = GetSectorIndexY((GetWorldX(x) - point1.x) * m + point1.y);
+				if(y1 < y2) {
 					for(y = y1; y <= y2; y++)
 						if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
 							return false;
-				}else{
+				} else {
 					for(y = y1; y >= y2; y--)
 						if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
 							return false;
@@ -562,14 +564,12 @@ CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool
 
 			y1 = y2;
 			y2 = yend;
-			if(y1 < y2){
+			if(y1 < y2) {
 				for(y = y1; y <= y2; y++)
-					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
-						return false;
-			}else{
+					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
+			} else {
 				for(y = y1; y >= y2; y--)
-					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
-						return false;
+					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS)) return false;
 			}
 		}
 	}
@@ -580,37 +580,43 @@ CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool
 }
 
 bool
-CWorld::GetIsLineOfSightSectorClear(CSector &sector, const CColLine &line, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::GetIsLineOfSightSectorClear(CSector &sector, const CColLine &line, bool checkBuildings, bool checkVehicles,
+                                    bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough,
+                                    bool ignoreSomeObjects)
 {
-	if(checkBuildings){
+	if(checkBuildings) {
 		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS], line, ignoreSeeThrough))
 			return false;
-		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, ignoreSeeThrough))
+		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line,
+		                                    ignoreSeeThrough))
 			return false;
 	}
 
-	if(checkVehicles){
+	if(checkVehicles) {
 		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES], line, ignoreSeeThrough))
 			return false;
-		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, ignoreSeeThrough))
+		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line,
+		                                    ignoreSeeThrough))
 			return false;
 	}
 
-	if(checkPeds){
+	if(checkPeds) {
 		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_PEDS], line, ignoreSeeThrough))
 			return false;
 		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, ignoreSeeThrough))
 			return false;
 	}
 
-	if(checkObjects){
-		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS], line, ignoreSeeThrough, ignoreSomeObjects))
+	if(checkObjects) {
+		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS], line, ignoreSeeThrough,
+		                                    ignoreSomeObjects))
 			return false;
-		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, ignoreSeeThrough, ignoreSomeObjects))
+		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, ignoreSeeThrough,
+		                                    ignoreSomeObjects))
 			return false;
 	}
 
-	if(checkDummies){
+	if(checkDummies) {
 		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES], line, ignoreSeeThrough))
 			return false;
 		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, ignoreSeeThrough))
@@ -621,21 +627,20 @@ CWorld::GetIsLineOfSightSectorClear(CSector &sector, const CColLine &line, bool
 }
 
 bool
-CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough, bool ignoreSomeObjects)
+CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough,
+                                        bool ignoreSomeObjects)
 {
 	CPtrNode *node;
 	CEntity *e;
 	CColModel *colmodel;
 
-	for(node = list.first; node; node = node->next){
-		e = (CEntity*)node->item;
-		if(e->m_scanCode != GetCurrentScanCode() &&
-		   e->bUsesCollision){
+	for(node = list.first; node; node = node->next) {
+		e = (CEntity *)node->item;
+		if(e->m_scanCode != GetCurrentScanCode() && e->bUsesCollision) {
 
 			e->m_scanCode = GetCurrentScanCode();
 
-			if(e != pIgnoreEntity &&
-			   !(ignoreSomeObjects && CameraToIgnoreThisObject(e))){
+			if(e != pIgnoreEntity && !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
 
 				colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
 
@@ -649,26 +654,25 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
 }
 
 void
-CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects)
+CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float radius, bool ignoreZ, short *nextObject,
+                                     short lastObject, CEntity **objects)
 {
 	float radiusSqr = radius * radius;
 	float objDistSqr;
 
-	for (CPtrNode *node = list.first; node; node = node->next) {
-		CEntity *object = (CEntity*)node->item;
-		if (object->m_scanCode != GetCurrentScanCode()) {
+	for(CPtrNode *node = list.first; node; node = node->next) {
+		CEntity *object = (CEntity *)node->item;
+		if(object->m_scanCode != GetCurrentScanCode()) {
 			object->m_scanCode = GetCurrentScanCode();
 
 			CVector diff = centre - object->GetPosition();
-			if (ignoreZ)
+			if(ignoreZ)
 				objDistSqr = diff.MagnitudeSqr2D();
 			else
 				objDistSqr = diff.MagnitudeSqr();
 
-			if (objDistSqr < radiusSqr && *nextObject < lastObject) {
-				if (objects) {
-					objects[*nextObject] = object;
-				}
+			if(objDistSqr < radiusSqr && *nextObject < lastObject) {
+				if(objects) { objects[*nextObject] = object; }
 				(*nextObject)++;
 			}
 		}
@@ -676,81 +680,96 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float radi
 }
 
 void
-CWorld::FindObjectsInRange(CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
+CWorld::FindObjectsInRange(CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject,
+                           CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds,
+                           bool checkObjects, bool checkDummies)
 {
 	int minX = GetSectorIndexX(centre.x - radius);
-	if (minX <= 0) minX = 0;
+	if(minX <= 0) minX = 0;
 
 	int minY = GetSectorIndexY(centre.y - radius);
-	if (minY <= 0) minY = 0;
+	if(minY <= 0) minY = 0;
 
 	int maxX = GetSectorIndexX(centre.x + radius);
 #ifdef FIX_BUGS
-	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
+	if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
 #else
-	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
+	if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
 #endif
 
 	int maxY = GetSectorIndexY(centre.y + radius);
 #ifdef FIX_BUGS
-	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
+	if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
 #else
-	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
+	if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
 #endif
-	
+
 	AdvanceCurrentScanCode();
 
 	*nextObject = 0;
 	for(int curY = minY; curY <= maxY; curY++) {
 		for(int curX = minX; curX <= maxX; curX++) {
 			CSector *sector = GetSector(curX, curY);
-			if (checkBuildings) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+			if(checkBuildings) {
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius,
+				                             ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre,
+				                             radius, ignoreZ, nextObject, lastObject, objects);
 			}
-			if (checkVehicles) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+			if(checkVehicles) {
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius,
+				                             ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre,
+				                             radius, ignoreZ, nextObject, lastObject, objects);
 			}
-			if (checkPeds) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+			if(checkPeds) {
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ,
+				                             nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius,
+				                             ignoreZ, nextObject, lastObject, objects);
 			}
-			if (checkObjects) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+			if(checkObjects) {
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius,
+				                             ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre,
+				                             radius, ignoreZ, nextObject, lastObject, objects);
 			}
-			if (checkDummies) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
+			if(checkDummies) {
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius,
+				                             ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre,
+				                             radius, ignoreZ, nextObject, lastObject, objects);
 			}
 		}
 	}
 }
 
-void 
-CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
+void
+CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList &list, const CVector &position, float radius,
+                                           bool bCheck2DOnly, int16 *nEntitiesFound, int16 maxEntitiesToFind,
+                                           CEntity **aEntities)
 {
-	for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
-		CEntity* pEntity = (CEntity*)pNode->item;
-		if (pEntity->m_scanCode != GetCurrentScanCode()) {
+	for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+		CEntity *pEntity = (CEntity *)pNode->item;
+		if(pEntity->m_scanCode != GetCurrentScanCode()) {
 			pEntity->m_scanCode = GetCurrentScanCode();
 			float fMagnitude = 0.0f;
-			if (bCheck2DOnly)
+			if(bCheck2DOnly)
 				fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr2D();
 			else
 				fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr();
-			if (fMagnitude < radius * radius && *nEntitiesFound < maxEntitiesToFind) {
-				if (aEntities)
-					aEntities[*nEntitiesFound] = pEntity;
+			if(fMagnitude < radius * radius && *nEntitiesFound < maxEntitiesToFind) {
+				if(aEntities) aEntities[*nEntitiesFound] = pEntity;
 				++*nEntitiesFound;
 			}
 		}
 	}
 }
 
-void 
-CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
+void
+CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector &position, float radius, bool bCheck2DOnly,
+                                 int16 *nEntitiesFound, int16 maxEntitiesToFind, CEntity **aEntities, bool bBuildings,
+                                 bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
 {
 	CWorld::AdvanceCurrentScanCode();
 	*nEntitiesFound = 0;
@@ -760,115 +779,138 @@ CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float
 	const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
 	const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
 	const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
-	for (int32 y = nStartY; y <= nEndY; y++) {
-		for (int32 x = nStartX; x <= nEndX; x++) {
-			CSector* pSector = CWorld::GetSector(x, y);
-			if (bBuildings) {
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
+	for(int32 y = nStartY; y <= nEndY; y++) {
+		for(int32 x = nStartX; x <= nEndX; x++) {
+			CSector *pSector = CWorld::GetSector(x, y);
+			if(bBuildings) {
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius,
+				    bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
-			if (bVehicles) {
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
+			if(bVehicles) {
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius,
+				    bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
-			if (bPeds) {
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
+			if(bPeds) {
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
-			if (bObjects) {
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
+			if(bObjects) {
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius,
+				    bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
-			if (bDummies) {
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
+			if(bDummies) {
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsOfTypeInRangeSectorList(
+				    modelId, pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius,
+				    bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
 		}
 	}
 }
 
-CEntity*
-CWorld::TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects)
+CEntity *
+CWorld::TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings,
+                               bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies,
+                               bool ignoreSomeObjects)
 {
-	CEntity* foundE = nil;
+	CEntity *foundE = nil;
 
 	int minX = GetSectorIndexX(centre.x - radius);
-	if (minX <= 0) minX = 0;
+	if(minX <= 0) minX = 0;
 
 	int minY = GetSectorIndexY(centre.y - radius);
-	if (minY <= 0) minY = 0;
+	if(minY <= 0) minY = 0;
 
 	int maxX = GetSectorIndexX(centre.x + radius);
 #ifdef FIX_BUGS
-	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
+	if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
 #else
-	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
+	if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
 #endif
 
 	int maxY = GetSectorIndexY(centre.y + radius);
 #ifdef FIX_BUGS
-	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
+	if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
 #else
-	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
+	if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
 #endif
 
 	AdvanceCurrentScanCode();
 
-	for (int curY = minY; curY <= maxY; curY++) {
-		for (int curX = minX; curX <= maxX; curX++) {
-			CSector* sector = GetSector(curX, curY);
-			if (checkBuildings) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, entityToIgnore, false);
-				if (foundE)
-					return foundE;
+	for(int curY = minY; curY <= maxY; curY++) {
+		for(int curX = minX; curX <= maxX; curX++) {
+			CSector *sector = GetSector(curX, curY);
+			if(checkBuildings) {
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre,
+				                                     radius, entityToIgnore, false);
+				if(foundE) return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, radius, entityToIgnore, false);
-				if (foundE)
-					return foundE;
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
+				                                     centre, radius, entityToIgnore, false);
+				if(foundE) return foundE;
 			}
-			if (checkVehicles) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, entityToIgnore, false);
-				if (foundE)
-					return foundE;
+			if(checkVehicles) {
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre,
+				                                     radius, entityToIgnore, false);
+				if(foundE) return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, radius, entityToIgnore, false);
-				if (foundE)
-					return foundE;
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP],
+				                                     centre, radius, entityToIgnore, false);
+				if(foundE) return foundE;
 			}
-			if (checkPeds) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, entityToIgnore, false);
-				if (foundE)
-					return foundE;
+			if(checkPeds) {
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius,
+				                                     entityToIgnore, false);
+				if(foundE) return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, entityToIgnore, false);
-				if (foundE)
-					return foundE;
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre,
+				                                     radius, entityToIgnore, false);
+				if(foundE) return foundE;
 			}
-			if (checkObjects) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, entityToIgnore, ignoreSomeObjects);
-				if (foundE)
-					return foundE;
+			if(checkObjects) {
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre,
+				                                     radius, entityToIgnore, ignoreSomeObjects);
+				if(foundE) return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, radius, entityToIgnore, ignoreSomeObjects);
-				if (foundE)
-					return foundE;
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP],
+				                                     centre, radius, entityToIgnore, ignoreSomeObjects);
+				if(foundE) return foundE;
 			}
-			if (checkDummies) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, entityToIgnore, false);
-				if (foundE)
-					return foundE;
+			if(checkDummies) {
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre,
+				                                     radius, entityToIgnore, false);
+				if(foundE) return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, entityToIgnore, false);
-				if (foundE)
-					return foundE;
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP],
+				                                     centre, radius, entityToIgnore, false);
+				if(foundE) return foundE;
 			}
 		}
 	}
 	return foundE;
 }
 
-CEntity*
-CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float radius, CEntity *entityToIgnore, bool ignoreSomeObjects)
+CEntity *
+CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float radius, CEntity *entityToIgnore,
+                                    bool ignoreSomeObjects)
 {
 	static CColModel sphereCol;
 
@@ -892,24 +934,27 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
 	CMatrix sphereMat;
 	sphereMat.SetTranslate(spherePos);
 
-	for(CPtrNode *node=list.first; node; node = node->next) {
-		CEntity *e = (CEntity*)node->item;
+	for(CPtrNode *node = list.first; node; node = node->next) {
+		CEntity *e = (CEntity *)node->item;
 
-		if (e->m_scanCode != GetCurrentScanCode()) {
+		if(e->m_scanCode != GetCurrentScanCode()) {
 			e->m_scanCode = GetCurrentScanCode();
 
-			if (e != entityToIgnore && e->bUsesCollision && !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
+			if(e != entityToIgnore && e->bUsesCollision &&
+			   !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
 				CVector diff = spherePos - e->GetPosition();
 				float distance = diff.Magnitude();
 
-				if (e->GetBoundRadius() + radius > distance) {
+				if(e->GetBoundRadius() + radius > distance) {
 					CColModel *eCol = CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel();
-					int collidedSpheres = CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(),
-						*eCol, gaTempSphereColPoints, nil, nil);
+					int collidedSpheres =
+					    CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(), *eCol,
+					                                 gaTempSphereColPoints, nil, nil);
 
-					if (collidedSpheres != 0 ||
-						(e->IsVehicle() && ((CVehicle*)e)->m_vehType == VEHICLE_TYPE_CAR &&
-						e->m_modelIndex != MI_DODO && radius + eCol->boundingBox.max.x > distance)) {
+					if(collidedSpheres != 0 ||
+					   (e->IsVehicle() && ((CVehicle *)e)->m_vehType == VEHICLE_TYPE_CAR &&
+					    e->m_modelIndex != MI_DODO &&
+					    radius + eCol->boundingBox.max.x > distance)) {
 						return e;
 					}
 				}
@@ -925,7 +970,8 @@ CWorld::FindGroundZForCoord(float x, float y)
 {
 	CColPoint point;
 	CEntity *ent;
-	if(ProcessVerticalLine(CVector(x, y, 1000.0f), -1000.0f, point, ent, true, false, false, false, true, false, nil))
+	if(ProcessVerticalLine(CVector(x, y, 1000.0f), -1000.0f, point, ent, true, false, false, false, true, false,
+	                       nil))
 		return point.point.z;
 	else
 		return 20.0f;
@@ -936,13 +982,11 @@ CWorld::FindGroundZFor3DCoord(float x, float y, float z, bool *found)
 {
 	CColPoint point;
 	CEntity *ent;
-	if(ProcessVerticalLine(CVector(x, y, z), -1000.0f, point, ent, true, false, false, false, false, false, nil)){
-		if(found)
-			*found = true;
+	if(ProcessVerticalLine(CVector(x, y, z), -1000.0f, point, ent, true, false, false, false, false, false, nil)) {
+		if(found) *found = true;
 		return point.point.z;
-	}else{
-		if(found)
-			*found = false;
+	} else {
+		if(found) *found = false;
 		return 0.0f;
 	}
 }
@@ -952,51 +996,49 @@ CWorld::FindRoofZFor3DCoord(float x, float y, float z, bool *found)
 {
 	CColPoint point;
 	CEntity *ent;
-	if(ProcessVerticalLine(CVector(x, y, z), 1000.0f, point, ent, true, false, false, false, true, false, nil)){
-		if(found)
-			*found = true;
+	if(ProcessVerticalLine(CVector(x, y, z), 1000.0f, point, ent, true, false, false, false, true, false, nil)) {
+		if(found) *found = true;
 		return point.point.z;
-	}else{
+	} else {
 		if(found == nil)
-			printf("THERE IS NO MAP BELOW THE FOLLOWING COORS:%f %f %f. (FindGroundZFor3DCoord)\n", x, y, z);
-		if(found)
-			*found = false;
+			printf("THERE IS NO MAP BELOW THE FOLLOWING COORS:%f %f %f. (FindGroundZFor3DCoord)\n", x, y,
+			       z);
+		if(found) *found = false;
 		return 20.0f;
 	}
 }
 
-void 
-CWorld::RemoveReferencesToDeletedObject(CEntity* pDeletedObject)
-{ 
+void
+CWorld::RemoveReferencesToDeletedObject(CEntity *pDeletedObject)
+{
 	int32 i = CPools::GetPedPool()->GetSize();
-	while (--i >= 0) {
-		CPed* pPed = CPools::GetPedPool()->GetSlot(i);
-		if (pPed && pPed != pDeletedObject) {
+	while(--i >= 0) {
+		CPed *pPed = CPools::GetPedPool()->GetSlot(i);
+		if(pPed && pPed != pDeletedObject) {
 			pPed->RemoveRefsToEntity(pDeletedObject);
-			if (pPed->m_pCurrentPhysSurface == pDeletedObject)
-				pPed->m_pCurrentPhysSurface = nil;
+			if(pPed->m_pCurrentPhysSurface == pDeletedObject) pPed->m_pCurrentPhysSurface = nil;
 		}
 	}
 	i = CPools::GetVehiclePool()->GetSize();
-	while (--i >= 0) {
-		CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
-		if (pVehicle && pVehicle != pDeletedObject) {
+	while(--i >= 0) {
+		CVehicle *pVehicle = CPools::GetVehiclePool()->GetSlot(i);
+		if(pVehicle && pVehicle != pDeletedObject) {
 			pVehicle->RemoveRefsToEntity(pDeletedObject);
 			pVehicle->RemoveRefsToVehicle(pDeletedObject);
 		}
 	}
 	i = CPools::GetObjectPool()->GetSize();
-	while (--i >= 0) {
-		CObject* pObject = CPools::GetObjectPool()->GetSlot(i);
-		if (pObject && pObject != pDeletedObject) {
-			pObject->RemoveRefsToEntity(pDeletedObject);
-		}
+	while(--i >= 0) {
+		CObject *pObject = CPools::GetObjectPool()->GetSlot(i);
+		if(pObject && pObject != pDeletedObject) { pObject->RemoveRefsToEntity(pDeletedObject); }
 	}
 }
 
-void 
-CWorld::FindObjectsKindaColliding(const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
-{ 
+void
+CWorld::FindObjectsKindaColliding(const CVector &position, float radius, bool bCheck2DOnly, int16 *nCollidingEntities,
+                                  int16 maxEntitiesToFind, CEntity **aEntities, bool bBuildings, bool bVehicles,
+                                  bool bPeds, bool bObjects, bool bDummies)
+{
 	CWorld::AdvanceCurrentScanCode();
 	*nCollidingEntities = 0;
 	const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
@@ -1005,48 +1047,68 @@ CWorld::FindObjectsKindaColliding(const CVector& position, float radius, bool bC
 	const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
 	const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
 	const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
-	for (int32 y = nStartY; y <= nEndY; y++) {
-		for (int32 x = nStartX; x <= nEndX; x++) {
-			CSector* pSector = CWorld::GetSector(x, y);
-			if (bBuildings) {
-				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
+	for(int32 y = nStartY; y <= nEndY; y++) {
+		for(int32 x = nStartX; x <= nEndX; x++) {
+			CSector *pSector = CWorld::GetSector(x, y);
+			if(bBuildings) {
+				CWorld::FindObjectsKindaCollidingSectorList(
+				    pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly,
+				    nCollidingEntities, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsKindaCollidingSectorList(
+				    pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly,
+				    nCollidingEntities, maxEntitiesToFind, aEntities);
 			}
-			if (bVehicles) {
-				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
+			if(bVehicles) {
+				CWorld::FindObjectsKindaCollidingSectorList(
+				    pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly,
+				    nCollidingEntities, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsKindaCollidingSectorList(
+				    pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly,
+				    nCollidingEntities, maxEntitiesToFind, aEntities);
 			}
-			if (bPeds) {
-			CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
-			CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
+			if(bPeds) {
+				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS], position,
+				                                            radius, bCheck2DOnly, nCollidingEntities,
+				                                            maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsKindaCollidingSectorList(
+				    pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly,
+				    nCollidingEntities, maxEntitiesToFind, aEntities);
 			}
-			if (bObjects) {
-				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
+			if(bObjects) {
+				CWorld::FindObjectsKindaCollidingSectorList(
+				    pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly,
+				    nCollidingEntities, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsKindaCollidingSectorList(
+				    pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly,
+				    nCollidingEntities, maxEntitiesToFind, aEntities);
 			}
-			if (bDummies) {
-				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
+			if(bDummies) {
+				CWorld::FindObjectsKindaCollidingSectorList(
+				    pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly,
+				    nCollidingEntities, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsKindaCollidingSectorList(
+				    pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius, bCheck2DOnly,
+				    nCollidingEntities, maxEntitiesToFind, aEntities);
 			}
 		}
 	}
 }
 
-void 
-CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities)
+void
+CWorld::FindObjectsKindaCollidingSectorList(CPtrList &list, const CVector &position, float radius, bool bCheck2DOnly,
+                                            int16 *nCollidingEntities, int16 maxEntitiesToFind, CEntity **aEntities)
 {
-	for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
-		CEntity* pEntity = (CEntity*)pNode->item;
-		if (pEntity->m_scanCode != GetCurrentScanCode()) {
+	for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+		CEntity *pEntity = (CEntity *)pNode->item;
+		if(pEntity->m_scanCode != GetCurrentScanCode()) {
 			pEntity->m_scanCode = GetCurrentScanCode();
 			float fMagnitude = 0.0f;
-			if (bCheck2DOnly)
+			if(bCheck2DOnly)
 				fMagnitude = (position - pEntity->GetPosition()).Magnitude2D();
 			else
 				fMagnitude = (position - pEntity->GetPosition()).Magnitude();
-			if (pEntity->GetBoundRadius() + radius > fMagnitude && *nCollidingEntities < maxEntitiesToFind) {
-				if (aEntities)
-					aEntities[*nCollidingEntities] = pEntity;
+			if(pEntity->GetBoundRadius() + radius > fMagnitude && *nCollidingEntities < maxEntitiesToFind) {
+				if(aEntities) aEntities[*nCollidingEntities] = pEntity;
 				++*nCollidingEntities;
 			}
 		}
@@ -1054,65 +1116,90 @@ CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& posit
 }
 
 void
-CWorld::FindObjectsIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
-{ 
+CWorld::FindObjectsIntersectingCube(const CVector &vecStartPos, const CVector &vecEndPos, int16 *nIntersecting,
+                                    int16 maxEntitiesToFind, CEntity **aEntities, bool bBuildings, bool bVehicles,
+                                    bool bPeds, bool bObjects, bool bDummies)
+{
 	CWorld::AdvanceCurrentScanCode();
 	*nIntersecting = 0;
 	const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
 	const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
 	const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
 	const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
-	for (int32 y = nStartY; y <= nEndY; y++) {
-		for (int32 x = nStartX; x <= nEndX; x++) {
-			CSector* pSector = CWorld::GetSector(x, y);
-			if (bBuildings) {
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
+	for(int32 y = nStartY; y <= nEndY; y++) {
+		for(int32 x = nStartX; x <= nEndX; x++) {
+			CSector *pSector = CWorld::GetSector(x, y);
+			if(bBuildings) {
+				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS],
+				                                              vecStartPos, vecEndPos, nIntersecting,
+				                                              maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], vecStartPos, vecEndPos,
+				    nIntersecting, maxEntitiesToFind, aEntities);
 			}
-			if (bVehicles) {
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
+			if(bVehicles) {
+				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES],
+				                                              vecStartPos, vecEndPos, nIntersecting,
+				                                              maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos,
+				    nIntersecting, maxEntitiesToFind, aEntities);
 			}
-			if (bPeds) {
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
+			if(bPeds) {
+				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS],
+				                                              vecStartPos, vecEndPos, nIntersecting,
+				                                              maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP],
+				                                              vecStartPos, vecEndPos, nIntersecting,
+				                                              maxEntitiesToFind, aEntities);
 			}
-			if (bObjects) {
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
+			if(bObjects) {
+				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS],
+				                                              vecStartPos, vecEndPos, nIntersecting,
+				                                              maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
+				    maxEntitiesToFind, aEntities);
 			}
-			if (bDummies) {
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
+			if(bDummies) {
+				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES],
+				                                              vecStartPos, vecEndPos, nIntersecting,
+				                                              maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
+				    maxEntitiesToFind, aEntities);
 			}
 		}
 	}
-
 }
 
-void 
-CWorld::FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities)
+void
+CWorld::FindObjectsIntersectingCubeSectorList(CPtrList &list, const CVector &vecStartPos, const CVector &vecEndPos,
+                                              int16 *nIntersecting, int16 maxEntitiesToFind, CEntity **aEntities)
 {
-	for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
-			CEntity* pEntity = (CEntity*)pNode->item;
-			if (pEntity->m_scanCode != GetCurrentScanCode()) {
-				pEntity->m_scanCode = GetCurrentScanCode();
-				float fRadius = pEntity->GetBoundRadius();
-				const CVector& entityPos = pEntity->GetPosition();
-				if (fRadius + entityPos.x >= vecStartPos.x && entityPos.x - fRadius <= vecEndPos.x &&
-					fRadius + entityPos.y >= vecStartPos.y && entityPos.y - fRadius <= vecEndPos.y && 
-					fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z && 
-					*nIntersecting < maxEntitiesToFind) {
-					if (aEntities)
-						aEntities[*nIntersecting] = pEntity;
-					++*nIntersecting;
-				}
+	for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+		CEntity *pEntity = (CEntity *)pNode->item;
+		if(pEntity->m_scanCode != GetCurrentScanCode()) {
+			pEntity->m_scanCode = GetCurrentScanCode();
+			float fRadius = pEntity->GetBoundRadius();
+			const CVector &entityPos = pEntity->GetPosition();
+			if(fRadius + entityPos.x >= vecStartPos.x && entityPos.x - fRadius <= vecEndPos.x &&
+			   fRadius + entityPos.y >= vecStartPos.y && entityPos.y - fRadius <= vecEndPos.y &&
+			   fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z &&
+			   *nIntersecting < maxEntitiesToFind) {
+				if(aEntities) aEntities[*nIntersecting] = pEntity;
+				++*nIntersecting;
 			}
+		}
 	}
 }
 
-void 
-CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, float fStartX, float fStartY, float fEndX, float fEndY, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
+void
+CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &boundingBox, const CMatrix &matrix,
+                                                  const CVector &position, float fStartX, float fStartY, float fEndX,
+                                                  float fEndY, int16 *nEntitiesFound, int16 maxEntitiesToFind,
+                                                  CEntity **aEntities, bool bBuildings, bool bVehicles, bool bPeds,
+                                                  bool bObjects, bool bDummies)
 {
 	CWorld::AdvanceCurrentScanCode();
 	*nEntitiesFound = 0;
@@ -1120,47 +1207,69 @@ CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox& boundingBox, co
 	const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
 	const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
 	const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
-	for (int32 y = nStartY; y <= nEndY; y++) {
-		for (int32 x = nStartX; x <= nEndX; x++) {
-			CSector* pSector = CWorld::GetSector(x, y);
-			if (bBuildings) {
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+	for(int32 y = nStartY; y <= nEndY; y++) {
+		for(int32 x = nStartX; x <= nEndX; x++) {
+			CSector *pSector = CWorld::GetSector(x, y);
+			if(bBuildings) {
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_BUILDINGS], boundingBox, matrix, position,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], boundingBox, matrix, position,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
-			if (bVehicles) {
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+			if(bVehicles) {
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_VEHICLES], boundingBox, matrix, position,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], boundingBox, matrix, position,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
-			if (bPeds) {
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_PEDS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+			if(bPeds) {
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_PEDS], boundingBox, matrix, position, nEntitiesFound,
+				    maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], boundingBox, matrix, position,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
-			if (bObjects) {
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+			if(bObjects) {
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_OBJECTS], boundingBox, matrix, position, nEntitiesFound,
+				    maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], boundingBox, matrix, position,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
-			if (bDummies) {
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
-				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
+			if(bDummies) {
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_DUMMIES], boundingBox, matrix, position, nEntitiesFound,
+				    maxEntitiesToFind, aEntities);
+				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
+				    pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], boundingBox, matrix, position,
+				    nEntitiesFound, maxEntitiesToFind, aEntities);
 			}
 		}
 	}
 }
 
-void 
-CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
+void
+CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList &list, const CColBox &boundingBox,
+                                                            const CMatrix &matrix, const CVector &position,
+                                                            int16 *nEntitiesFound, int16 maxEntitiesToFind,
+                                                            CEntity **aEntities)
 {
-	for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
-		CEntity* pEntity = (CEntity*)pNode->item;
-		if (pEntity->m_scanCode != GetCurrentScanCode()) {
+	for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+		CEntity *pEntity = (CEntity *)pNode->item;
+		if(pEntity->m_scanCode != GetCurrentScanCode()) {
 			pEntity->m_scanCode = GetCurrentScanCode();
 			CColSphere sphere;
 			CVector vecDistance = pEntity->GetPosition() - position;
 			sphere.radius = pEntity->GetBoundRadius();
 			sphere.center = Multiply3x3(vecDistance, matrix);
-			if (CCollision::TestSphereBox(sphere, boundingBox) && *nEntitiesFound < maxEntitiesToFind) {
-				if (aEntities)
-					aEntities[*nEntitiesFound] = pEntity;
+			if(CCollision::TestSphereBox(sphere, boundingBox) && *nEntitiesFound < maxEntitiesToFind) {
+				if(aEntities) aEntities[*nEntitiesFound] = pEntity;
 				++*nEntitiesFound;
 			}
 		}
@@ -1168,7 +1277,9 @@ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, cons
 }
 
 void
-CWorld::FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bVehicles, bool bPeds, bool bObjects)
+CWorld::FindMissionEntitiesIntersectingCube(const CVector &vecStartPos, const CVector &vecEndPos, int16 *nIntersecting,
+                                            int16 maxEntitiesToFind, CEntity **aEntities, bool bVehicles, bool bPeds,
+                                            bool bObjects)
 {
 	CWorld::AdvanceCurrentScanCode();
 	*nIntersecting = 0;
@@ -1176,70 +1287,82 @@ CWorld::FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CV
 	const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
 	const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
 	const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
-	for (int32 y = nStartY; y <= nEndY; y++) {
-		for (int32 x = nStartX; x <= nEndX; x++) {
-			CSector* pSector = CWorld::GetSector(x, y);
-			if (bVehicles) {
-				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, true, false);
-				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, true, false);
+	for(int32 y = nStartY; y <= nEndY; y++) {
+		for(int32 x = nStartX; x <= nEndX; x++) {
+			CSector *pSector = CWorld::GetSector(x, y);
+			if(bVehicles) {
+				CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting,
+				    maxEntitiesToFind, aEntities, true, false);
+				CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos,
+				    nIntersecting, maxEntitiesToFind, aEntities, true, false);
 			}
-			if (bPeds) {
-				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, true);
-				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, true);
+			if(bPeds) {
+				CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting,
+				    maxEntitiesToFind, aEntities, false, true);
+				CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
+				    maxEntitiesToFind, aEntities, false, true);
 			}
-			if (bObjects) {
-				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, false);
-				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, false);
+			if(bObjects) {
+				CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting,
+				    maxEntitiesToFind, aEntities, false, false);
+				CWorld::FindMissionEntitiesIntersectingCubeSectorList(
+				    pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
+				    maxEntitiesToFind, aEntities, false, false);
 			}
 		}
 	}
 }
 
 void
-CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bIsVehicleList, bool bIsPedList)
+CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList &list, const CVector &vecStartPos,
+                                                      const CVector &vecEndPos, int16 *nIntersecting,
+                                                      int16 maxEntitiesToFind, CEntity **aEntities, bool bIsVehicleList,
+                                                      bool bIsPedList)
 {
-	for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
-		CEntity* pEntity = (CEntity*)pNode->item;
-		if (pEntity->m_scanCode != GetCurrentScanCode()) {
+	for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+		CEntity *pEntity = (CEntity *)pNode->item;
+		if(pEntity->m_scanCode != GetCurrentScanCode()) {
 			pEntity->m_scanCode = GetCurrentScanCode();
 			bool bIsMissionEntity = false;
-			if (bIsVehicleList)
-				bIsMissionEntity = ((CVehicle*)pEntity)->VehicleCreatedBy == MISSION_VEHICLE;
-			else if (bIsPedList)
-				bIsMissionEntity = ((CPed*)pEntity)->CharCreatedBy == MISSION_CHAR;
+			if(bIsVehicleList)
+				bIsMissionEntity = ((CVehicle *)pEntity)->VehicleCreatedBy == MISSION_VEHICLE;
+			else if(bIsPedList)
+				bIsMissionEntity = ((CPed *)pEntity)->CharCreatedBy == MISSION_CHAR;
 			else
-				bIsMissionEntity = ((CObject*)pEntity)->ObjectCreatedBy == MISSION_OBJECT;
+				bIsMissionEntity = ((CObject *)pEntity)->ObjectCreatedBy == MISSION_OBJECT;
 			float fRadius = pEntity->GetBoundRadius();
-			const CVector& entityPos = pEntity->GetPosition();
-			if (bIsMissionEntity && 
-				fRadius + entityPos.x >= vecStartPos.x && entityPos.x - fRadius <= vecEndPos.x &&
-				fRadius + entityPos.y >= vecStartPos.y && entityPos.y - fRadius <= vecEndPos.y && 
-				fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z &&
-				*nIntersecting < maxEntitiesToFind) {
-				if (aEntities)
-					aEntities[*nIntersecting] = pEntity;
+			const CVector &entityPos = pEntity->GetPosition();
+			if(bIsMissionEntity && fRadius + entityPos.x >= vecStartPos.x &&
+			   entityPos.x - fRadius <= vecEndPos.x && fRadius + entityPos.y >= vecStartPos.y &&
+			   entityPos.y - fRadius <= vecEndPos.y && fRadius + entityPos.z >= vecStartPos.z &&
+			   entityPos.z - fRadius <= vecEndPos.z && *nIntersecting < maxEntitiesToFind) {
+				if(aEntities) aEntities[*nIntersecting] = pEntity;
 				++*nIntersecting;
 			}
 		}
 	}
 }
 
-CPlayerPed*
+CPlayerPed *
 FindPlayerPed(void)
 {
 	return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
 }
 
-CVehicle*
+CVehicle *
 FindPlayerVehicle(void)
 {
 	CPlayerPed *ped = FindPlayerPed();
-	if(ped && ped->InVehicle())
-		return ped->m_pMyVehicle;
+	if(ped && ped->InVehicle()) return ped->m_pMyVehicle;
 	return nil;
 }
 
-CVehicle*
+CVehicle *
 FindPlayerTrain(void)
 {
 	if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
@@ -1248,7 +1371,7 @@ FindPlayerTrain(void)
 		return nil;
 }
 
-CEntity*
+CEntity *
 FindPlayerEntity(void)
 {
 	CPlayerPed *ped = FindPlayerPed();
@@ -1268,7 +1391,7 @@ FindPlayerCoors(void)
 		return ped->GetPosition();
 }
 
-CVector&
+CVector &
 FindPlayerSpeed(void)
 {
 	CPlayerPed *ped = FindPlayerPed();
@@ -1278,27 +1401,22 @@ FindPlayerSpeed(void)
 		return ped->m_vecMoveSpeed;
 }
 
-CVector&
+CVector &
 FindPlayerCentreOfWorld(int32 player)
 {
-	if(CCarCtrl::bCarsGeneratedAroundCamera)
-		return TheCamera.GetPosition();
-	if(CWorld::Players[player].m_pRemoteVehicle)
-		return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
-	if(FindPlayerVehicle())
-		return FindPlayerVehicle()->GetPosition();
+	if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
+	if(CWorld::Players[player].m_pRemoteVehicle) return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
+	if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
 	return CWorld::Players[player].m_pPed->GetPosition();
 }
 
-CVector&
+CVector &
 FindPlayerCentreOfWorld_NoSniperShift(void)
 {
-	if(CCarCtrl::bCarsGeneratedAroundCamera)
-		return TheCamera.GetPosition();
+	if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
 	if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
 		return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
-	if(FindPlayerVehicle())
-		return FindPlayerVehicle()->GetPosition();
+	if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
 	return FindPlayerPed()->GetPosition();
 }
 
@@ -1307,29 +1425,26 @@ FindPlayerHeading(void)
 {
 	if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
 		return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
-	if(FindPlayerVehicle())
-		return FindPlayerVehicle()->GetForward().Heading();
+	if(FindPlayerVehicle()) return FindPlayerVehicle()->GetForward().Heading();
 	return FindPlayerPed()->GetForward().Heading();
 }
 
-
-void CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
+void
+CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
 {
 	CVehiclePool *pVehiclePool = CPools::GetVehiclePool();
-	for (int32 i = 0; i < pVehiclePool->GetSize(); i++) {
-		CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
-		if (pVehicle) {
-			const CVector& position = pVehicle->GetPosition();
-			if (position.x >= x1 && position.x <= x2 && 
-				position.y >= y1 && position.y <= y2 && 
-				position.z >= z1 && position.z <= z2 && 
-				!pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
-				if (pVehicle->pDriver) {
+	for(int32 i = 0; i < pVehiclePool->GetSize(); i++) {
+		CVehicle *pVehicle = CPools::GetVehiclePool()->GetSlot(i);
+		if(pVehicle) {
+			const CVector &position = pVehicle->GetPosition();
+			if(position.x >= x1 && position.x <= x2 && position.y >= y1 && position.y <= y2 &&
+			   position.z >= z1 && position.z <= z2 && !pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
+				if(pVehicle->pDriver) {
 					CPopulation::RemovePed(pVehicle->pDriver);
 					pVehicle->pDriver = nil;
 				}
-				for (int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
-					if (pVehicle->pPassengers[j]) {
+				for(int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
+					if(pVehicle->pPassengers[j]) {
 						CPopulation::RemovePed(pVehicle->pPassengers[j]);
 						pVehicle->pPassengers[j] = nil;
 						--pVehicle->m_nNumPassengers;
@@ -1343,25 +1458,23 @@ void CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2,
 	}
 }
 
-void 
+void
 CWorld::ClearPedsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
 {
-	CPedPool* pPedPool = CPools::GetPedPool();
-	for (int32 i = 0; i < pPedPool->GetSize(); i++) {
-		CPed* pPed = CPools::GetPedPool()->GetSlot(i);
-		if (pPed) {
-			const CVector& position = pPed->GetPosition();
-			if (!pPed->IsPlayer() && pPed->CanBeDeleted() &&
-				position.x >= x1 && position.x <= x2 &&
-				position.y >= y1 && position.y <= y2 &&
-				position.z >= z1 && position.z <= z2) {
+	CPedPool *pPedPool = CPools::GetPedPool();
+	for(int32 i = 0; i < pPedPool->GetSize(); i++) {
+		CPed *pPed = CPools::GetPedPool()->GetSlot(i);
+		if(pPed) {
+			const CVector &position = pPed->GetPosition();
+			if(!pPed->IsPlayer() && pPed->CanBeDeleted() && position.x >= x1 && position.x <= x2 &&
+			   position.y >= y1 && position.y <= y2 && position.z >= z1 && position.z <= z2) {
 				CPopulation::RemovePed(pPed);
 			}
 		}
 	}
 }
 
-void 
+void
 CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
 {
 	CWorld::AdvanceCurrentScanCode();
@@ -1373,49 +1486,51 @@ CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
 	const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
 	const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
 	const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
-	for (int32 y = nStartY; y <= nEndY; y++) {
-		for (int32 x = nStartX; x <= nEndX; x++) {
-			CSector* pSector = CWorld::GetSector(x, y);
-			CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES], x1, y1, x2, y2, fStartX, fStartY, fEndX, fEndY);
-			CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], x1, y1, x2, y2, fStartX, fStartY, fEndX, fEndY);
+	for(int32 y = nStartY; y <= nEndY; y++) {
+		for(int32 x = nStartX; x <= nEndX; x++) {
+			CSector *pSector = CWorld::GetSector(x, y);
+			CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES], x1, y1, x2,
+			                                              y2, fStartX, fStartY, fEndX, fEndY);
+			CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], x1,
+			                                              y1, x2, y2, fStartX, fStartY, fEndX, fEndY);
 			CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS], x1, y1, x2, y2);
-			CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], x1, y1, x2, y2);
+			CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], x1, y1, x2,
+			                                          y2);
 		}
 	}
 }
 
-void 
-CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1, float x2, float y2, float fStartX, float fStartY, float fEndX, float fEndY)
+void
+CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList &list, float x1, float y1, float x2, float y2, float fStartX,
+                                              float fStartY, float fEndX, float fEndY)
 {
-	for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
-		CVehicle *pVehicle = (CVehicle*)pNode->item;
-		if (pVehicle->m_scanCode != GetCurrentScanCode()) {
+	for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+		CVehicle *pVehicle = (CVehicle *)pNode->item;
+		if(pVehicle->m_scanCode != GetCurrentScanCode()) {
 			pVehicle->m_scanCode = GetCurrentScanCode();
-			const CVector& vehiclePos = pVehicle->GetPosition();
+			const CVector &vehiclePos = pVehicle->GetPosition();
 			eCarMission carMission = pVehicle->AutoPilot.m_nCarMission;
-			if (pVehicle != FindPlayerVehicle() &&
-				vehiclePos.x > fStartX && vehiclePos.x < fEndX && 
-				vehiclePos.y > fStartY && vehiclePos.y < fEndY && 
-				pVehicle->bIsLawEnforcer && 
-				(carMission == MISSION_RAMPLAYER_FARAWAY || carMission == MISSION_RAMPLAYER_CLOSE ||
-				carMission == MISSION_BLOCKPLAYER_FARAWAY || carMission == MISSION_BLOCKPLAYER_CLOSE)
-				) {
+			if(pVehicle != FindPlayerVehicle() && vehiclePos.x > fStartX && vehiclePos.x < fEndX &&
+			   vehiclePos.y > fStartY && vehiclePos.y < fEndY && pVehicle->bIsLawEnforcer &&
+			   (carMission == MISSION_RAMPLAYER_FARAWAY || carMission == MISSION_RAMPLAYER_CLOSE ||
+			    carMission == MISSION_BLOCKPLAYER_FARAWAY || carMission == MISSION_BLOCKPLAYER_CLOSE)) {
 				pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
-				CColModel* pColModel = pVehicle->GetColModel();
+				CColModel *pColModel = pVehicle->GetColModel();
 				bool bInsideSphere = false;
-				for (int32 i = 0; i < pColModel->numSpheres; i++) {
+				for(int32 i = 0; i < pColModel->numSpheres; i++) {
 					CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
 					float fRadius = pColModel->spheres[i].radius;
-					if (pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 && pos.y - fRadius < y2)
+					if(pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 &&
+					   pos.y - fRadius < y2)
 						bInsideSphere = true;
 					// Maybe break the loop when bInsideSphere is set to true?
 				}
-				if (bInsideSphere) {
-					if (pVehicle->GetPosition().x <= (x1 + x2) * 0.5f)
+				if(bInsideSphere) {
+					if(pVehicle->GetPosition().x <= (x1 + x2) * 0.5f)
 						pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f);
 					else
 						pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f);
-					if (pVehicle->GetPosition().y <= (y1 + y2) * 0.5f)
+					if(pVehicle->GetPosition().y <= (y1 + y2) * 0.5f)
 						pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f);
 					else
 						pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f);
@@ -1425,31 +1540,29 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1
 	}
 }
 
-void 
-CWorld::CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2)
+void
+CWorld::CallOffChaseForAreaSectorListPeds(CPtrList &list, float x1, float y1, float x2, float y2)
 {
-	for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
-		CPed* pPed = (CPed*)pNode->item;
-		const CVector& pedPos = pPed->GetPosition();
-		if (pPed->m_scanCode != GetCurrentScanCode())
-		{
+	for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+		CPed *pPed = (CPed *)pNode->item;
+		const CVector &pedPos = pPed->GetPosition();
+		if(pPed->m_scanCode != GetCurrentScanCode()) {
 			pPed->m_scanCode = GetCurrentScanCode();
-			if (pPed != FindPlayerPed() && pPed->m_leader != FindPlayerPed() && 
-				pedPos.x > x1 && pedPos.x < x2 && 
-				pedPos.y > y1 && pedPos.y < y2 &&
-				(pPed->m_pedInObjective == FindPlayerPed() || pPed->m_carInObjective && pPed->m_carInObjective == FindPlayerVehicle()) &&
-				pPed->m_nPedState != PED_DEAD && pPed->m_nPedState != PED_DIE &&
-				(pPed->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || 
-					pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER ||
-					pPed->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)) {
-				if (pPed->IsPedInControl()) {
-					if (pPed->m_nPedType == PEDTYPE_COP)
-						((CCopPed*)pPed)->ClearPursuit();
+			if(pPed != FindPlayerPed() && pPed->m_leader != FindPlayerPed() && pedPos.x > x1 &&
+			   pedPos.x < x2 && pedPos.y > y1 && pedPos.y < y2 &&
+			   (pPed->m_pedInObjective == FindPlayerPed() ||
+			    pPed->m_carInObjective && pPed->m_carInObjective == FindPlayerVehicle()) &&
+			   pPed->m_nPedState != PED_DEAD && pPed->m_nPedState != PED_DIE &&
+			   (pPed->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT ||
+			    pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER ||
+			    pPed->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)) {
+				if(pPed->IsPedInControl()) {
+					if(pPed->m_nPedType == PEDTYPE_COP)
+						((CCopPed *)pPed)->ClearPursuit();
 					else
 						pPed->SetIdle();
 					pPed->SetObjective(OBJECTIVE_NONE);
-				}
-				else {
+				} else {
 					pPed->m_prevObjective = OBJECTIVE_NONE;
 					pPed->m_nLastPedState = PED_IDLE;
 				}
@@ -1459,13 +1572,13 @@ CWorld::CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, fl
 }
 
 void
-CWorld::RemoveEntityInsteadOfProcessingIt(CEntity* ent)
+CWorld::RemoveEntityInsteadOfProcessingIt(CEntity *ent)
 {
-	if (ent->IsPed()) {
-		if (FindPlayerPed() == ent)
+	if(ent->IsPed()) {
+		if(FindPlayerPed() == ent)
 			Remove(ent);
 		else
-			CPopulation::RemovePed((CPed*)ent);
+			CPopulation::RemovePed((CPed *)ent);
 	} else {
 		Remove(ent);
 		delete ent;
@@ -1476,12 +1589,13 @@ void
 CWorld::RemoveFallenPeds(void)
 {
 	int poolSize = CPools::GetPedPool()->GetSize();
-	for(int poolIndex = poolSize-1; poolIndex >= 0; poolIndex--) {
+	for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
 		CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
-		if (ped) {
-			if (ped->GetPosition().z < MAP_Z_LOW_LIMIT) {
-				if (ped->CharCreatedBy != RANDOM_CHAR || ped->IsPlayer()) {
-					int closestNode = ThePaths.FindNodeClosestToCoors(ped->GetPosition(), PATH_PED, 999999.9f, false, false);
+		if(ped) {
+			if(ped->GetPosition().z < MAP_Z_LOW_LIMIT) {
+				if(ped->CharCreatedBy != RANDOM_CHAR || ped->IsPlayer()) {
+					int closestNode = ThePaths.FindNodeClosestToCoors(ped->GetPosition(), PATH_PED,
+					                                                  999999.9f, false, false);
 					CVector newPos = ThePaths.m_pathNodes[closestNode].pos;
 					newPos.z += 2.0f;
 					ped->Teleport(newPos);
@@ -1498,17 +1612,20 @@ void
 CWorld::RemoveFallenCars(void)
 {
 	int poolSize = CPools::GetVehiclePool()->GetSize();
-	for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
-		CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
-		if (veh) {
-			if (veh->GetPosition().z < MAP_Z_LOW_LIMIT) {
-				if (veh->VehicleCreatedBy == MISSION_VEHICLE || veh == FindPlayerVehicle() || (veh->pDriver && veh->pDriver->IsPlayer())) {
-					int closestNode = ThePaths.FindNodeClosestToCoors(veh->GetPosition(), PATH_CAR, 999999.9f, false, false);
+	for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
+		CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
+		if(veh) {
+			if(veh->GetPosition().z < MAP_Z_LOW_LIMIT) {
+				if(veh->VehicleCreatedBy == MISSION_VEHICLE || veh == FindPlayerVehicle() ||
+				   (veh->pDriver && veh->pDriver->IsPlayer())) {
+					int closestNode = ThePaths.FindNodeClosestToCoors(veh->GetPosition(), PATH_CAR,
+					                                                  999999.9f, false, false);
 					CVector newPos = ThePaths.m_pathNodes[closestNode].pos;
 					newPos.z += 3.0f;
 					veh->Teleport(newPos);
 					veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
-				} else if (veh->VehicleCreatedBy == RANDOM_VEHICLE || veh->VehicleCreatedBy == PARKED_VEHICLE) {
+				} else if(veh->VehicleCreatedBy == RANDOM_VEHICLE ||
+				          veh->VehicleCreatedBy == PARKED_VEHICLE) {
 					Remove(veh);
 					delete veh;
 				}
@@ -1521,11 +1638,10 @@ void
 CWorld::StopAllLawEnforcersInTheirTracks(void)
 {
 	int poolSize = CPools::GetVehiclePool()->GetSize();
-	for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
-		CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
-		if (veh) {
-			if (veh->bIsLawEnforcer)
-				veh->SetMoveSpeed(0.0f, 0.0f, 0.0f);
+	for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
+		CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
+		if(veh) {
+			if(veh->bIsLawEnforcer) veh->SetMoveSpeed(0.0f, 0.0f, 0.0f);
 		}
 	}
 }
@@ -1534,10 +1650,9 @@ void
 CWorld::SetAllCarsCanBeDamaged(bool toggle)
 {
 	int poolSize = CPools::GetVehiclePool()->GetSize();
-	for (int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
+	for(int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
 		CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
-		if (veh)
-			veh->bCanBeDamaged = toggle;
+		if(veh) veh->bCanBeDamaged = toggle;
 	}
 }
 
@@ -1545,54 +1660,53 @@ void
 CWorld::ExtinguishAllCarFiresInArea(CVector point, float range)
 {
 	int poolSize = CPools::GetVehiclePool()->GetSize();
-	for (int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
-		CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
-		if (veh) {
-			if ((point - veh->GetPosition()).MagnitudeSqr() < sq(range))
-				veh->ExtinguishCarFire();
+	for(int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
+		CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
+		if(veh) {
+			if((point - veh->GetPosition()).MagnitudeSqr() < sq(range)) veh->ExtinguishCarFire();
 		}
 	}
 }
 
-void 
-CWorld::AddParticles(void) 
+void
+CWorld::AddParticles(void)
 {
-	for (int32 y = 0; y < NUMSECTORS_Y; y++) {
-		for (int32 x = 0; x < NUMSECTORS_X; x++) {
-			CSector* pSector = GetSector(x, y);
+	for(int32 y = 0; y < NUMSECTORS_Y; y++) {
+		for(int32 x = 0; x < NUMSECTORS_X; x++) {
+			CSector *pSector = GetSector(x, y);
 			CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_BUILDINGS]);
 			CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_DUMMIES]);
 		}
 	}
 }
 
-void 
+void
 CWorld::ShutDown(void)
 {
-	for (int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+	for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
 		CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
-		for (CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
-			CEntity* pEntity = (CEntity*)pNode->item;
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
-		for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
-			CEntity* pEntity = (CEntity*)pNode->item;
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
-		for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
-			CEntity *pEntity = (CEntity*)pNode->item;
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
-		for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
-			CEntity *pEntity = (CEntity*)pNode->item;
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
-		for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
-			CEntity *pEntity = (CEntity*)pNode->item;
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
@@ -1601,41 +1715,41 @@ CWorld::ShutDown(void)
 		pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
 		pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
 	}
-	for (int32 i = 0; i < 4; i ++) {
-		for (CPtrNode* pNode = GetBigBuildingList((eLevelName)i).first; pNode; pNode = pNode->next) {
-			CEntity *pEntity = (CEntity*)pNode->item;
+	for(int32 i = 0; i < 4; i++) {
+		for(CPtrNode *pNode = GetBigBuildingList((eLevelName)i).first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			// Maybe remove from world here?
 			delete pEntity;
 		}
 		GetBigBuildingList((eLevelName)i).Flush();
 	}
-	for (int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+	for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
 		CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
-		if (pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
+		if(pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
 			sprintf(gString, "Building list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
 			pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
 		}
-		if (pSector->m_lists[ENTITYLIST_DUMMIES].first) {
+		if(pSector->m_lists[ENTITYLIST_DUMMIES].first) {
 			sprintf(gString, "Dummy list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
 			pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
 		}
-		if (pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first) {
+		if(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first) {
 			sprintf(gString, "Building overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
 			pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
 		}
-		if (pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first) {
+		if(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first) {
 			sprintf(gString, "Vehicle overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
 			pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].Flush();
 		}
-		if (pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].first) {
+		if(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].first) {
 			sprintf(gString, "Ped overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
 			pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].Flush();
 		}
-		if (pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].first) {
+		if(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].first) {
 			sprintf(gString, "Object overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
 			pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].Flush();
 		}
-		if (pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first) {
+		if(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first) {
 			sprintf(gString, "Dummy overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
 			pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
 		}
@@ -1643,31 +1757,30 @@ CWorld::ShutDown(void)
 	ms_listMovingEntityPtrs.Flush();
 }
 
-void 
-CWorld::ClearForRestart(void) 
+void
+CWorld::ClearForRestart(void)
 {
-	if (CCutsceneMgr::HasLoaded())
-		CCutsceneMgr::DeleteCutsceneData();
+	if(CCutsceneMgr::HasLoaded()) CCutsceneMgr::DeleteCutsceneData();
 	CProjectileInfo::RemoveAllProjectiles();
 	CObject::DeleteAllTempObjects();
 	CObject::DeleteAllMissionObjects();
 	CPopulation::ConvertAllObjectsToDummyObjects();
-	for (int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
-		CSector* pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
-		for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
-			CEntity *pEntity = (CEntity*)pNode->item;
+	for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
+		CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
-		for (CPtrNode* pNode = GetBigBuildingList(LEVEL_NONE).first; pNode; pNode = pNode->next) {
-			CVehicle *pVehicle = (CVehicle*)pNode->item;
-			if (pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
+		for(CPtrNode *pNode = GetBigBuildingList(LEVEL_NONE).first; pNode; pNode = pNode->next) {
+			CVehicle *pVehicle = (CVehicle *)pNode->item;
+			if(pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
 				CWorld::Remove(pVehicle);
 				delete pVehicle;
 			}
 		}
-		for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
-			CEntity* pEntity = (CEntity*)pNode->item;
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
@@ -1675,75 +1788,50 @@ CWorld::ClearForRestart(void)
 	CPools::CheckPoolsEmpty();
 }
 
-void 
-CWorld::RepositionCertainDynamicObjects() 
-{ 
+void
+CWorld::RepositionCertainDynamicObjects()
+{
 	int32 i = CPools::GetDummyPool()->GetSize();
-	while (--i >= 0) {
-		CDummy* dummy = CPools::GetDummyPool()->GetSlot(i);
-		if (dummy) {
-			RepositionOneObject(dummy);
-		}
+	while(--i >= 0) {
+		CDummy *dummy = CPools::GetDummyPool()->GetSlot(i);
+		if(dummy) { RepositionOneObject(dummy); }
 	}
 }
 
 void
-CWorld::RepositionOneObject(CEntity* pEntity)
+CWorld::RepositionOneObject(CEntity *pEntity)
 {
 	int16 modelId = pEntity->m_modelIndex;
-	if (modelId == MI_SINGLESTREETLIGHTS1
-		|| modelId == MI_SINGLESTREETLIGHTS2
-		|| modelId == MI_SINGLESTREETLIGHTS3
-		|| modelId == MI_DOUBLESTREETLIGHTS
-		|| modelId == MI_TREE1
-		|| modelId == MI_TREE2
-		|| modelId == MI_TREE3
-		|| modelId == MI_TREE4
-		|| modelId == MI_TREE5
-		|| modelId == MI_TREE6
-		|| modelId == MI_TREE7
-		|| modelId == MI_TREE8
-		|| modelId == MI_TREE9
-		|| modelId == MI_TREE10
-		|| modelId == MI_TREE11
-		|| modelId == MI_TREE12
-		|| modelId == MI_TREE13
-		|| modelId == MI_TREE14
-		|| modelId == MI_TRAFFICLIGHTS
-		|| modelId == MI_PARKINGMETER
-		|| modelId == MI_PHONEBOOTH1
-		|| modelId == MI_WASTEBIN
-		|| modelId == MI_BIN
-		|| modelId == MI_POSTBOX1
-		|| modelId == MI_NEWSSTAND
-		|| modelId == MI_TRAFFICCONE
-		|| modelId == MI_DUMP1
-		|| modelId == MI_ROADWORKBARRIER1
-		|| modelId == MI_BUSSIGN1
-		|| modelId == MI_NOPARKINGSIGN1
-		|| modelId == MI_PHONESIGN
-		|| modelId == MI_TAXISIGN
-		|| modelId == MI_FISHSTALL01
-		|| modelId == MI_FISHSTALL02
-		|| modelId == MI_FISHSTALL03
-		|| modelId == MI_FISHSTALL04
-		|| modelId == MI_BAGELSTAND2
-		|| modelId == MI_FIRE_HYDRANT
-		|| modelId == MI_BOLLARDLIGHT
-		|| modelId == MI_PARKTABLE) {
-		CVector& position = pEntity->GetPosition();
+	if(modelId == MI_SINGLESTREETLIGHTS1 || modelId == MI_SINGLESTREETLIGHTS2 ||
+	   modelId == MI_SINGLESTREETLIGHTS3 || modelId == MI_DOUBLESTREETLIGHTS || modelId == MI_TREE1 ||
+	   modelId == MI_TREE2 || modelId == MI_TREE3 || modelId == MI_TREE4 || modelId == MI_TREE5 ||
+	   modelId == MI_TREE6 || modelId == MI_TREE7 || modelId == MI_TREE8 || modelId == MI_TREE9 ||
+	   modelId == MI_TREE10 || modelId == MI_TREE11 || modelId == MI_TREE12 || modelId == MI_TREE13 ||
+	   modelId == MI_TREE14 || modelId == MI_TRAFFICLIGHTS || modelId == MI_PARKINGMETER ||
+	   modelId == MI_PHONEBOOTH1 || modelId == MI_WASTEBIN || modelId == MI_BIN || modelId == MI_POSTBOX1 ||
+	   modelId == MI_NEWSSTAND || modelId == MI_TRAFFICCONE || modelId == MI_DUMP1 ||
+	   modelId == MI_ROADWORKBARRIER1 || modelId == MI_BUSSIGN1 || modelId == MI_NOPARKINGSIGN1 ||
+	   modelId == MI_PHONESIGN || modelId == MI_TAXISIGN || modelId == MI_FISHSTALL01 ||
+	   modelId == MI_FISHSTALL02 || modelId == MI_FISHSTALL03 || modelId == MI_FISHSTALL04 ||
+	   modelId == MI_BAGELSTAND2 || modelId == MI_FIRE_HYDRANT || modelId == MI_BOLLARDLIGHT ||
+	   modelId == MI_PARKTABLE) {
+		CVector &position = pEntity->GetPosition();
 		float fBoundingBoxMinZ = pEntity->GetColModel()->boundingBox.min.z;
-		position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, nil) - fBoundingBoxMinZ;
+		position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y,
+		                                           position.z + OBJECT_REPOSITION_OFFSET_Z, nil) -
+		             fBoundingBoxMinZ;
 		pEntity->m_matrix.UpdateRW();
 		pEntity->UpdateRwFrame();
-	} else if (modelId == MI_BUOY) {
+	} else if(modelId == MI_BUOY) {
 		float fWaterLevel = 0.0f;
 		bool bFound = true;
-		const CVector& position = pEntity->GetPosition();
-		float fGroundZ = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &bFound);
-		if (CWaterLevel::GetWaterLevelNoWaves(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &fWaterLevel)) {
-			if (!bFound || fWaterLevel > fGroundZ) {
-				CColModel* pColModel = pEntity->GetColModel();
+		const CVector &position = pEntity->GetPosition();
+		float fGroundZ = CWorld::FindGroundZFor3DCoord(position.x, position.y,
+		                                               position.z + OBJECT_REPOSITION_OFFSET_Z, &bFound);
+		if(CWaterLevel::GetWaterLevelNoWaves(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z,
+		                                     &fWaterLevel)) {
+			if(!bFound || fWaterLevel > fGroundZ) {
+				CColModel *pColModel = pEntity->GetColModel();
 				float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z;
 				pEntity->GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
 			}
@@ -1755,45 +1843,47 @@ void
 CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
 {
 	int poolSize = CPools::GetVehiclePool()->GetSize();
-	for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
+	for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
 		CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
-		if (veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
-			if (Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius && Abs(veh->GetPosition().y - y) < radius)
-					gFireManager.StartFire(veh, reason, 0.8f, true);
+		if(veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
+			if(Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius &&
+			   Abs(veh->GetPosition().y - y) < radius)
+				gFireManager.StartFire(veh, reason, 0.8f, true);
 		}
 	}
 }
 
-void 
-CWorld::SetPedsOnFire(float x, float y, float z, float radius, CEntity* reason)
+void
+CWorld::SetPedsOnFire(float x, float y, float z, float radius, CEntity *reason)
 {
 	int32 poolSize = CPools::GetPedPool()->GetSize();
-	for (int32 i = poolSize - 1; i >= 0; i--) {
-		CPed* pPed = CPools::GetPedPool()->GetSlot(i);
-		if (pPed && pPed->m_nPedState != PED_DEAD && !pPed->bInVehicle && !pPed->m_pFire && !pPed->bFireProof) {
-			if (Abs(pPed->GetPosition().z - z) < 5.0f && Abs(pPed->GetPosition().x - x) < radius && Abs(pPed->GetPosition().y - y) < radius)
+	for(int32 i = poolSize - 1; i >= 0; i--) {
+		CPed *pPed = CPools::GetPedPool()->GetSlot(i);
+		if(pPed && pPed->m_nPedState != PED_DEAD && !pPed->bInVehicle && !pPed->m_pFire && !pPed->bFireProof) {
+			if(Abs(pPed->GetPosition().z - z) < 5.0f && Abs(pPed->GetPosition().x - x) < radius &&
+			   Abs(pPed->GetPosition().y - y) < radius)
 				gFireManager.StartFire(pPed, reason, 0.8f, true);
 		}
 	}
 }
 
-void 
-CWorld::RemoveStaticObjects() 
+void
+CWorld::RemoveStaticObjects()
 {
 	for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
 		CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
-		for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
-			CEntity* pEntity = (CEntity*)pNode->item;
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
-		for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
-			CEntity* pEntity = (CEntity*)pNode->item;
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
-		for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
-			CEntity* pEntity = (CEntity*)pNode->item;
+		for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
+			CEntity *pEntity = (CEntity *)pNode->item;
 			CWorld::Remove(pEntity);
 			delete pEntity;
 		}
@@ -1807,16 +1897,18 @@ CWorld::RemoveStaticObjects()
 void
 CWorld::Process(void)
 {
-	if (!(CTimer::GetFrameCounter() & 63))
-		CReferences::PruneAllReferencesInWorld();
+	if(!(CTimer::GetFrameCounter() & 63)) CReferences::PruneAllReferencesInWorld();
 
-	if (bProcessCutsceneOnly) {
-		for (int i = 0; i < NUMCUTSCENEOBJECTS; i++) {
+	if(bProcessCutsceneOnly) {
+		for(int i = 0; i < NUMCUTSCENEOBJECTS; i++) {
 			CCutsceneObject *csObj = CCutsceneMgr::GetCutsceneObject(i);
-			if (csObj && csObj->m_entryInfoList.first) {
-				if (csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP
-					&& RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
-					RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), 0.02f * (csObj->m_type == ENTITY_TYPE_OBJECT ? CTimer::GetTimeStepNonClipped() : CTimer::GetTimeStep()));
+			if(csObj && csObj->m_entryInfoList.first) {
+				if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP &&
+				   RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
+					RpAnimBlendClumpUpdateAnimations(csObj->GetClump(),
+					                                 0.02f * (csObj->m_type == ENTITY_TYPE_OBJECT
+					                                              ? CTimer::GetTimeStepNonClipped()
+					                                              : CTimer::GetTimeStep()));
 				}
 				csObj->ProcessControl();
 				csObj->ProcessCollision();
@@ -1827,102 +1919,98 @@ CWorld::Process(void)
 		CRecordDataForChase::ProcessControlCars();
 		CRecordDataForChase::SaveOrRetrieveCarPositions();
 	} else {
-		for (CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-			CEntity *movingEnt = (CEntity*)node->item;
-			if (movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP
-				&& RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
-				RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), 0.02f * (movingEnt->m_type == ENTITY_TYPE_OBJECT ? CTimer::GetTimeStepNonClipped() : CTimer::GetTimeStep()));
+		for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+			CEntity *movingEnt = (CEntity *)node->item;
+			if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
+			   RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
+				RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(),
+				                                 0.02f * (movingEnt->m_type == ENTITY_TYPE_OBJECT
+				                                              ? CTimer::GetTimeStepNonClipped()
+				                                              : CTimer::GetTimeStep()));
 			}
 		}
-		for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-			CPhysical* movingEnt = (CPhysical*)node->item;
-			if (movingEnt->bRemoveFromWorld) {
+		for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+			CPhysical *movingEnt = (CPhysical *)node->item;
+			if(movingEnt->bRemoveFromWorld) {
 				RemoveEntityInsteadOfProcessingIt(movingEnt);
 			} else {
 				movingEnt->ProcessControl();
-				if (movingEnt->bIsStatic) {
-					movingEnt->RemoveFromMovingList();
-				}
+				if(movingEnt->bIsStatic) { movingEnt->RemoveFromMovingList(); }
 			}
 		}
 		bForceProcessControl = true;
-		for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-			CPhysical* movingEnt = (CPhysical*)node->item;
-			if (movingEnt->bWasPostponed) {
-				if (movingEnt->bRemoveFromWorld) {
+		for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+			CPhysical *movingEnt = (CPhysical *)node->item;
+			if(movingEnt->bWasPostponed) {
+				if(movingEnt->bRemoveFromWorld) {
 					RemoveEntityInsteadOfProcessingIt(movingEnt);
 				} else {
 					movingEnt->ProcessControl();
-					if (movingEnt->bIsStatic) {
-						movingEnt->RemoveFromMovingList();
-					}
+					if(movingEnt->bIsStatic) { movingEnt->RemoveFromMovingList(); }
 				}
 			}
 		}
 		bForceProcessControl = false;
-		if (CReplay::IsPlayingBack()) {
-			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-				CEntity* movingEnt = (CEntity*)node->item;
+		if(CReplay::IsPlayingBack()) {
+			for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+				CEntity *movingEnt = (CEntity *)node->item;
 				movingEnt->bIsInSafePosition = true;
 				movingEnt->GetMatrix().UpdateRW();
 				movingEnt->UpdateRwFrame();
 			}
 		} else {
 			bNoMoreCollisionTorque = false;
-			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-				CEntity* movingEnt = (CEntity*)node->item;
-				if (!movingEnt->bIsInSafePosition) {
+			for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+				CEntity *movingEnt = (CEntity *)node->item;
+				if(!movingEnt->bIsInSafePosition) {
 					movingEnt->ProcessCollision();
 					movingEnt->GetMatrix().UpdateRW();
 					movingEnt->UpdateRwFrame();
 				}
 			}
 			bNoMoreCollisionTorque = true;
-			for (int i = 0; i < 4; i++) {
-				for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-					CEntity* movingEnt = (CEntity*)node->item;
-					if (!movingEnt->bIsInSafePosition) {
+			for(int i = 0; i < 4; i++) {
+				for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+					CEntity *movingEnt = (CEntity *)node->item;
+					if(!movingEnt->bIsInSafePosition) {
 						movingEnt->ProcessCollision();
 						movingEnt->GetMatrix().UpdateRW();
 						movingEnt->UpdateRwFrame();
 					}
 				}
 			}
-			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-				CEntity* movingEnt = (CEntity*)node->item;
-				if (!movingEnt->bIsInSafePosition) {
+			for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+				CEntity *movingEnt = (CEntity *)node->item;
+				if(!movingEnt->bIsInSafePosition) {
 					movingEnt->bIsStuck = true;
 					movingEnt->ProcessCollision();
 					movingEnt->GetMatrix().UpdateRW();
 					movingEnt->UpdateRwFrame();
-					if (!movingEnt->bIsInSafePosition) {
-						movingEnt->bIsStuck = true;
-					}
+					if(!movingEnt->bIsInSafePosition) { movingEnt->bIsStuck = true; }
 				}
 			}
 			bSecondShift = false;
-			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-				CEntity* movingEnt = (CEntity*)node->item;
-				if (!movingEnt->bIsInSafePosition) {
+			for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+				CEntity *movingEnt = (CEntity *)node->item;
+				if(!movingEnt->bIsInSafePosition) {
 					movingEnt->ProcessShift();
 					movingEnt->GetMatrix().UpdateRW();
 					movingEnt->UpdateRwFrame();
-					if (!movingEnt->bIsInSafePosition) {
-						movingEnt->bIsStuck = true;
-					}
+					if(!movingEnt->bIsInSafePosition) { movingEnt->bIsStuck = true; }
 				}
 			}
 			bSecondShift = true;
-			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-				CPhysical* movingEnt = (CPhysical*)node->item;
-				if (!movingEnt->bIsInSafePosition) {
+			for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+				CPhysical *movingEnt = (CPhysical *)node->item;
+				if(!movingEnt->bIsInSafePosition) {
 					movingEnt->ProcessShift();
 					movingEnt->GetMatrix().UpdateRW();
 					movingEnt->UpdateRwFrame();
-					if (!movingEnt->bIsInSafePosition) {
+					if(!movingEnt->bIsInSafePosition) {
 						movingEnt->bIsStuck = true;
-						if (movingEnt->m_status == STATUS_PLAYER) {
-							printf("STUCK: Final Step: Player Entity %d Is Stuck\n", movingEnt->m_modelIndex);
+						if(movingEnt->m_status == STATUS_PLAYER) {
+							printf("STUCK: Final Step: Player Entity %d Is Stuck\n",
+							       movingEnt->m_modelIndex);
 							movingEnt->m_vecMoveSpeed *= 0.3f;
 							movingEnt->ApplyMoveSpeed();
 							movingEnt->ApplyTurnSpeed();
@@ -1931,35 +2019,28 @@ CWorld::Process(void)
 				}
 			}
 		}
-		for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
-			CPed* movingPed = (CPed*)node->item;
-			if (movingPed->IsPed()) {
-				if (movingPed->bInVehicle && movingPed->m_nPedState != PED_EXIT_TRAIN || movingPed->EnteringCar()) {
+		for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
+			CPed *movingPed = (CPed *)node->item;
+			if(movingPed->IsPed()) {
+				if(movingPed->bInVehicle && movingPed->m_nPedState != PED_EXIT_TRAIN ||
+				   movingPed->EnteringCar()) {
 					CVehicle *movingCar = movingPed->m_pMyVehicle;
-					if (movingCar) {
-						if (movingCar->IsTrain()) {
+					if(movingCar) {
+						if(movingCar->IsTrain()) {
 							movingPed->SetPedPositionInTrain();
 						} else {
-							switch (movingPed->m_nPedState) {
-								case PED_ENTER_CAR:
-								case PED_CARJACK:
-									movingPed->EnterCar();
-									break;
-								case PED_DRAG_FROM_CAR:
+							switch(movingPed->m_nPedState) {
+							case PED_ENTER_CAR:
+							case PED_CARJACK: movingPed->EnterCar(); break;
+							case PED_DRAG_FROM_CAR: movingPed->BeingDraggedFromCar(); break;
+							case PED_EXIT_CAR: movingPed->ExitCar(); break;
+							case PED_ARRESTED:
+								if(movingPed->m_nLastPedState == PED_DRAG_FROM_CAR) {
 									movingPed->BeingDraggedFromCar();
 									break;
-								case PED_EXIT_CAR:
-									movingPed->ExitCar();
-									break;
-								case PED_ARRESTED:
-									if (movingPed->m_nLastPedState == PED_DRAG_FROM_CAR) {
-										movingPed->BeingDraggedFromCar();
-										break;
-									}
-									// fall through
-								default:
-									movingPed->SetPedPositionInCar();
-									break;
+								}
+								// fall through
+							default: movingPed->SetPedPositionInCar(); break;
 							}
 						}
 						movingPed->GetMatrix().UpdateRW();
@@ -1974,16 +2055,17 @@ CWorld::Process(void)
 		CMessages::Process();
 		Players[PlayerInFocus].Process();
 		CRecordDataForChase::SaveOrRetrieveCarPositions();
-		if ((CTimer::GetFrameCounter() & 7) == 1) {
+		if((CTimer::GetFrameCounter() & 7) == 1) {
 			RemoveFallenPeds();
-		} else if ((CTimer::GetFrameCounter() & 7) == 5) {
+		} else if((CTimer::GetFrameCounter() & 7) == 5) {
 			RemoveFallenCars();
 		}
 	}
 }
 
-void 
-CWorld::TriggerExplosion(const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer)
+void
+CWorld::TriggerExplosion(const CVector &position, float fRadius, float fPower, CEntity *pCreator,
+                         bool bProcessVehicleBombTimer)
 {
 	CVector2D vecStartPos(position.x - fRadius, position.y - fRadius);
 	CVector2D vecEndPos(position.x + fRadius, position.y + fRadius);
@@ -1991,52 +2073,60 @@ CWorld::TriggerExplosion(const CVector& position, float fRadius, float fPower, C
 	const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
 	const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
 	const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
-	for (int32 y = nStartY; y <= nEndY; y++) {
-		for (int32 x = nStartX; x <= nEndX; x++) {
-			CSector* pSector = CWorld::GetSector(x, y);
-			CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, fRadius, fPower, pCreator, bProcessVehicleBombTimer);
-			CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower, pCreator, bProcessVehicleBombTimer);
-			CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, fRadius, fPower, pCreator, bProcessVehicleBombTimer);
+	for(int32 y = nStartY; y <= nEndY; y++) {
+		for(int32 x = nStartX; x <= nEndX; x++) {
+			CSector *pSector = CWorld::GetSector(x, y);
+			CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, fRadius,
+			                                   fPower, pCreator, bProcessVehicleBombTimer);
+			CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower,
+			                                   pCreator, bProcessVehicleBombTimer);
+			CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, fRadius,
+			                                   fPower, pCreator, bProcessVehicleBombTimer);
 		}
 	}
-
 }
 
 void
-CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer)
+CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, float fRadius, float fPower,
+                                   CEntity *pCreator, bool bProcessVehicleBombTimer)
 {
-    for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
-        CPhysical* pEntity = (CPhysical*)pNode->item;
-        CVector vecDistance = pEntity->GetPosition() - position;
-        float fMagnitude = vecDistance.Magnitude();
-	if(fRadius > fMagnitude) {
-		CWeapon::BlowUpExplosiveThings(pEntity);
-		CPed *pPed = (CPed *)pEntity;
-		CObject *pObject = (CObject *)pEntity;
-		CVehicle *pVehicle = (CVehicle *)pEntity;
-		if(!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
-			if(pEntity->bIsStatic) {
-					if (pEntity->IsObject()) {
-						if (fPower > pObject->m_fUprootLimit || IsFence(pObject->m_modelIndex)) {
-							if (IsGlass(pObject->m_modelIndex)) {
+	for(CPtrNode *pNode = list.first; pNode; pNode = pNode->next) {
+		CPhysical *pEntity = (CPhysical *)pNode->item;
+		CVector vecDistance = pEntity->GetPosition() - position;
+		float fMagnitude = vecDistance.Magnitude();
+		if(fRadius > fMagnitude) {
+			CWeapon::BlowUpExplosiveThings(pEntity);
+			CPed *pPed = (CPed *)pEntity;
+			CObject *pObject = (CObject *)pEntity;
+			CVehicle *pVehicle = (CVehicle *)pEntity;
+			if(!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
+				if(pEntity->bIsStatic) {
+					if(pEntity->IsObject()) {
+						if(fPower > pObject->m_fUprootLimit || IsFence(pObject->m_modelIndex)) {
+							if(IsGlass(pObject->m_modelIndex)) {
 								CGlass::WindowRespondsToExplosion(pObject, position);
 							} else {
 								pObject->bIsStatic = false;
 								pObject->AddToMovingList();
 								int16 modelId = pEntity->m_modelIndex;
-								if (modelId != MI_FIRE_HYDRANT || pObject->bHasBeenDamaged) {
-									if (pEntity->IsObject() && modelId != MI_EXPLODINGBARREL && modelId != MI_PETROLPUMP)
+								if(modelId != MI_FIRE_HYDRANT ||
+								   pObject->bHasBeenDamaged) {
+									if(pEntity->IsObject() &&
+									   modelId != MI_EXPLODINGBARREL &&
+									   modelId != MI_PETROLPUMP)
 										pObject->bHasBeenDamaged = true;
 								} else {
 									CVector pos = pEntity->GetPosition();
 									pos.z -= 0.5f;
-									CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, pos, true);
+									CParticleObject::AddObject(POBJECT_FIRE_HYDRANT,
+									                           pos, true);
 									pObject->bHasBeenDamaged = true;
 								}
 							}
 						}
-						if (pEntity->bIsStatic) {
-							float fDamageMultiplier = (fRadius - fMagnitude) * 2.0f / fRadius;
+						if(pEntity->bIsStatic) {
+							float fDamageMultiplier =
+							    (fRadius - fMagnitude) * 2.0f / fRadius;
 							float fDamage = 300.0f * min(fDamageMultiplier, 1.0f);
 							pObject->ObjectDamage(fDamage);
 						}
@@ -2045,37 +2135,37 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
 						pEntity->AddToMovingList();
 					}
 				}
-				if (!pEntity->bIsStatic) {
+				if(!pEntity->bIsStatic) {
 					float fDamageMultiplier = min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f);
-					CVector vecForceDir = vecDistance * (fPower * pEntity->m_fMass * 0.00071429f * fDamageMultiplier / max(fMagnitude, 0.01f));
+					CVector vecForceDir =
+					    vecDistance * (fPower * pEntity->m_fMass * 0.00071429f * fDamageMultiplier /
+					                   max(fMagnitude, 0.01f));
 					vecForceDir.z = max(vecForceDir.z, 0.0f);
-					if (pEntity == FindPlayerPed())
-						vecForceDir.z = min(vecForceDir.z, 1.0f);
+					if(pEntity == FindPlayerPed()) vecForceDir.z = min(vecForceDir.z, 1.0f);
 					pEntity->ApplyMoveForce(vecForceDir);
-					if (!pEntity->bPedPhysics) {
+					if(!pEntity->bPedPhysics) {
 						float fBoundRadius = pEntity->GetBoundRadius();
 						float fDistanceZ = position.z - pEntity->GetPosition().z;
 						float fPointZ = fBoundRadius;
-						if (max(fDistanceZ, -fBoundRadius) < fBoundRadius)
-						{
-							if (fDistanceZ <= -fBoundRadius)
+						if(max(fDistanceZ, -fBoundRadius) < fBoundRadius) {
+							if(fDistanceZ <= -fBoundRadius)
 								fPointZ = -fBoundRadius;
 							else
 								fPointZ = fDistanceZ;
 						}
-						pEntity->ApplyTurnForce(vecForceDir.x, vecForceDir.y, vecForceDir.z, 0.0f, 0.0f, fPointZ);
+						pEntity->ApplyTurnForce(vecForceDir.x, vecForceDir.y, vecForceDir.z,
+						                        0.0f, 0.0f, fPointZ);
 					}
-					switch (pEntity->m_type)
-					{
+					switch(pEntity->m_type) {
 					case ENTITY_TYPE_VEHICLE:
-						if (pEntity->m_status == STATUS_SIMPLE)  {
+						if(pEntity->m_status == STATUS_SIMPLE) {
 							pEntity->m_status = STATUS_PHYSICS;
 							CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
 						}
-						pVehicle->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION, 1100.0f * fDamageMultiplier);
-						if (bProcessVehicleBombTimer) {
-							if (pVehicle->m_nBombTimer)
-								pVehicle->m_nBombTimer /= 10;
+						pVehicle->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION,
+						                        1100.0f * fDamageMultiplier);
+						if(bProcessVehicleBombTimer) {
+							if(pVehicle->m_nBombTimer) pVehicle->m_nBombTimer /= 10;
 						}
 						break;
 					case ENTITY_TYPE_PED: {
@@ -2083,14 +2173,16 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
 						pPed->bIsStanding = false;
 						pPed->ApplyMoveForce(0.0, 0.0, 2.0f);
 						float fDamage = 250.0f * fDamageMultiplier;
-						pPed->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION, fDamage, PEDPIECE_TORSO, direction);
-						if (pPed->m_nPedState!= PED_DIE)
-							pPed->SetFall(2000, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
-						if (pCreator && pCreator->IsPed()) {
+						pPed->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION, fDamage,
+						                    PEDPIECE_TORSO, direction);
+						if(pPed->m_nPedState != PED_DIE)
+							pPed->SetFall(2000,
+							              (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
+						if(pCreator && pCreator->IsPed()) {
 							eEventType eventType = EVENT_SHOOT_PED;
-							if (pPed->m_nPedType == PEDTYPE_COP)
-								eventType = EVENT_SHOOT_COP;
-							CEventList::RegisterEvent(eventType, EVENT_ENTITY_PED, pEntity, (CPed*)pCreator, 10000);
+							if(pPed->m_nPedType == PEDTYPE_COP) eventType = EVENT_SHOOT_COP;
+							CEventList::RegisterEvent(eventType, EVENT_ENTITY_PED, pEntity,
+							                          (CPed *)pCreator, 10000);
 							pPed->RegisterThreatWithGangPeds(pCreator);
 						}
 						break;
@@ -2105,17 +2197,18 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
 	}
 }
 
-void 
-CWorld::UseDetonator(CEntity* pEntity)
+void
+CWorld::UseDetonator(CEntity *pEntity)
 {
 	int32 i = CPools::GetVehiclePool()->GetSize();
-	while (--i >= 0) {
-		CAutomobile* pVehicle = (CAutomobile*)CPools::GetVehiclePool()->GetSlot(i);
-		if (pVehicle && !pVehicle->m_vehType && pVehicle->m_bombType == CARBOMB_REMOTE && pVehicle->m_pBombRigger == pEntity) {
+	while(--i >= 0) {
+		CAutomobile *pVehicle = (CAutomobile *)CPools::GetVehiclePool()->GetSlot(i);
+		if(pVehicle && !pVehicle->m_vehType && pVehicle->m_bombType == CARBOMB_REMOTE &&
+		   pVehicle->m_pBombRigger == pEntity) {
 			pVehicle->m_bombType = CARBOMB_NONE;
 			pVehicle->m_nBombTimer = 500;
 			pVehicle->m_pBlowUpEntity = pVehicle->m_pBombRigger;
-			if (pVehicle->m_pBlowUpEntity)
+			if(pVehicle->m_pBlowUpEntity)
 				pVehicle->m_pBlowUpEntity->RegisterReference(&pVehicle->m_pBlowUpEntity);
 		}
 	}