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SetPosition, part 2
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@ -3794,7 +3794,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
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if(FindPlayerVehicle())
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FindPlayerVehicle()->Teleport(Source);
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else
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
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}
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// stay inside sectors
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@ -3941,7 +3941,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
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if(FindPlayerVehicle())
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FindPlayerVehicle()->Teleport(Source);
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else
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
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}
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@ -104,7 +104,7 @@ void TankCheat()
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if (tank != nil) {
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CVector pos = ThePaths.m_pathNodes[node].pos;
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pos.z += 4.0f;
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tank->GetPosition() = pos;
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tank->SetPosition(pos);
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tank->SetOrientation(0.0f, 0.0f, DEGTORAD(200.0f));
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tank->SetStatus(STATUS_ABANDONED);
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@ -524,7 +524,7 @@ void CRadar::DrawBlips()
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} else {
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#ifdef TRIANGULAR_BLIPS
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CVector &pos = FindPlayerCentreOfWorld_NoSniperShift();
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CVector &blipPos = blipEntity->GetPosition();
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const CVector &blipPos = blipEntity->GetPosition();
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uint8 mode = BLIP_MODE_TRIANGULAR_UP;
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if (blipPos.z - pos.z <= 2.0f) {
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if (blipPos.z - pos.z < -4.0f) mode = BLIP_MODE_TRIANGULAR_DOWN;
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@ -630,7 +630,7 @@ void CRadar::DrawBlips()
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#ifdef TRIANGULAR_BLIPS
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{
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CVector &pos = FindPlayerCentreOfWorld_NoSniperShift();
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CVector &blipPos = blipEntity->GetPosition();
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const CVector &blipPos = blipEntity->GetPosition();
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uint8 mode = BLIP_MODE_TRIANGULAR_UP;
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if (blipPos.z - pos.z <= 2.0f) {
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if (blipPos.z - pos.z < -4.0f) mode = BLIP_MODE_TRIANGULAR_DOWN;
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@ -522,7 +522,7 @@ CCullZone::CalcDistToCullZoneSquared(float x, float y)
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bool
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CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel)
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{
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CVector &pos = entity->GetPosition();
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const CVector &pos = entity->GetPosition();
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CSimpleModelInfo *minfo = (CSimpleModelInfo*)CModelInfo::GetModelInfo(entity->GetModelIndex());
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float distToZone = CalcDistToCullZone(pos.x, pos.y);
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@ -116,11 +116,11 @@ SpawnCar(int id)
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DebugMenuEntrySetAddress(carCol2, &v->m_currentColour2);
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if(CModelInfo::IsBoatModel(id))
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v->GetPosition() = TheCamera.GetPosition() + TheCamera.GetForward()*15.0f;
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v->SetPosition(TheCamera.GetPosition() + TheCamera.GetForward()*15.0f);
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else
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v->GetPosition() = ThePaths.m_pathNodes[node].pos;
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v->SetPosition(ThePaths.m_pathNodes[node].pos);
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v->GetPosition().z += 4.0f;
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v->GetMatrix().GetPosition().z += 4.0f;
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v->SetOrientation(0.0f, 0.0f, 3.49f);
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v->SetStatus(STATUS_ABANDONED);
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v->m_nDoorLock = CARLOCK_UNLOCKED;
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