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@ -3075,7 +3075,7 @@ void CCarCtrl::SwitchVehicleToRealPhysics(CVehicle* pVehicle)
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void CCarCtrl::JoinCarWithRoadSystem(CVehicle* pVehicle)
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{
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pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode = 0;
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pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo = 0;
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pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo = 0;
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int nodeId = ThePaths.FindNodeClosestToCoorsFavourDirection(pVehicle->GetPosition(), 0, pVehicle->GetForward().x, pVehicle->GetForward().y);
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CPathNode* pNode = &ThePaths.m_pathNodes[nodeId];
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int prevNodeId = -1;
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@ -15,6 +15,9 @@
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#include "Text.h"
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#include "Vehicle.h"
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#include "GameLogic.h"
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#ifdef FIX_BUGS
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#include "Replay.h"
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#endif
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//--MIAMI: file done except TODO
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@ -173,6 +176,10 @@ CDarkel::ReadStatus()
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void
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CDarkel::RegisterCarBlownUpByPlayer(CVehicle *vehicle)
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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if (FrenzyOnGoing()) {
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int32 model = vehicle->GetModelIndex();
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if (ModelToKill == FRENZY_ANY_CAR || ModelToKill == model || ModelToKill2 == model || ModelToKill3 == model || ModelToKill4 == model) {
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@ -200,6 +207,10 @@ CDarkel::RegisterCarBlownUpByPlayer(CVehicle *vehicle)
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void
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CDarkel::RegisterKillByPlayer(CPed *victim, eWeaponType weapon, bool headshot)
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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if (FrenzyOnGoing() && (weapon == WeaponType
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|| weapon == WEAPONTYPE_EXPLOSION
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|| weapon == WEAPONTYPE_UZI_DRIVEBY && WeaponType == WEAPONTYPE_UZI
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@ -225,6 +236,10 @@ CDarkel::RegisterKillByPlayer(CPed *victim, eWeaponType weapon, bool headshot)
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void
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CDarkel::RegisterKillNotByPlayer(CPed* victim, eWeaponType weapontype)
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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CStats::PeopleKilledByOthers++;
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}
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@ -305,6 +320,11 @@ CDarkel::StartFrenzy(eWeaponType weaponType, int32 time, uint16 kill, int32 mode
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void
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CDarkel::Update()
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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if (Status != KILLFRENZY_ONGOING)
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return;
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