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https://github.com/halpz/re3.git
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Fixes for melees and various things
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@ -399,8 +399,8 @@ CEntity::HasPreRenderEffects(void)
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GetModelIndex() == MI_MISSILE ||
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GetModelIndex() == MI_BEACHBALL ||
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IsGlass(GetModelIndex()) ||
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IsObject() && ((CObject*)this)->bIsPickup;
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IsStreetLight(GetModelIndex());
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IsObject() && ((CObject*)this)->bIsPickup ||
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IsLightWithPreRenderEffects(GetModelIndex());
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}
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void
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@ -1067,13 +1067,13 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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if(B->IsBuilding())
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skipShift = false;
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else if(IsStreetLight(A->GetModelIndex()) &&
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else if(IsLightWithoutShift(A->GetModelIndex()) &&
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(B->IsVehicle() || B->IsPed()) &&
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A->GetUp().z < 0.66f)
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skipShift = true;
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else if((A->IsVehicle() || A->IsPed()) &&
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B->GetUp().z < 0.66f &&
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IsStreetLight(B->GetModelIndex()))
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IsLightWithoutShift(B->GetModelIndex()))
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skipShift = true;
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// TODO: maybe flip some ifs here
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else if(A->IsObject() && B->IsVehicle()){
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@ -1398,7 +1398,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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if(B->IsBuilding())
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skipCollision = false;
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else if(IsStreetLight(A->GetModelIndex()) &&
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else if(IsLightWithoutShift(A->GetModelIndex()) &&
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(B->IsVehicle() || B->IsPed()) &&
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A->GetUp().z < 0.66f){
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skipCollision = true;
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@ -1406,7 +1406,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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Aobj->m_pCollidingEntity = B;
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}else if((A->IsVehicle() || A->IsPed()) &&
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B->GetUp().z < 0.66f &&
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IsStreetLight(B->GetModelIndex())){
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IsLightWithoutShift(B->GetModelIndex())){
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skipCollision = true;
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A->bSkipLineCol = true;
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Bobj->m_pCollidingEntity = A;
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