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CClouds; disabled object clipping for SA cam
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@ -5101,7 +5101,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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CColPoint foundCol;
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CEntity* foundEnt;
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CWorld::pIgnoreEntity = CamTargetEntity;
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if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false)) {
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if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
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float obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
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float obstacleCamDist = newDistance - obstacleTargetDist;
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if (!foundEnt->IsPed() || obstacleCamDist <= 1.0f) {
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@ -5110,7 +5110,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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RwCameraSetNearClipPlane(Scene.camera, Max(0.05f, obstacleTargetDist - 0.3f));
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}
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} else {
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if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false)) {
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if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
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float lessClip = obstacleCamDist - 0.35f;
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if (lessClip <= DEFAULT_NEAR)
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RwCameraSetNearClipPlane(Scene.camera, lessClip);
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@ -661,6 +661,13 @@ void CGame::Process(void)
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}
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}
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bool
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CGame::CanSeeOutSideFromCurrArea(void)
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{
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return currArea == AREA_MAIN_MAP || currArea == AREA_MALL ||
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currArea == AREA_MANSION || currArea == AREA_HOTEL;
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}
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void CGame::DrasticTidyUpMemory(bool)
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{
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#ifdef PS2
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@ -60,6 +60,7 @@ public:
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static void Process(void);
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static bool IsInInterior(void) { return currArea != AREA_MAIN_MAP; }
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static bool CanSeeOutSideFromCurrArea(void);
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// NB: these do something on PS2
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static void TidyUpMemory(bool, bool);
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