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Merge branch 'miami' into lcs
# Conflicts: # README.md # gamefiles/TEXT/american.gxt # gamefiles/TEXT/french.gxt # gamefiles/TEXT/german.gxt # gamefiles/TEXT/italian.gxt # gamefiles/TEXT/spanish.gxt # src/audio/AudioManager.h # src/control/Garages.cpp # src/control/Garages.h # src/control/Script5.cpp # src/core/config.h # utils/gxt/american.txt # utils/gxt/spanish.txt
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@ -901,7 +901,7 @@ CEntity::SaveEntityFlags(uint8*& buf)
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if (bStreamingDontDelete) tmp |= BIT(30);
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if (bRemoveFromWorld) tmp |= BIT(31);
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WriteSaveBuf<uint32>(buf, tmp);
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WriteSaveBuf(buf, tmp);
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tmp = 0;
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@ -922,7 +922,7 @@ CEntity::SaveEntityFlags(uint8*& buf)
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if (bUnderwater) tmp |= BIT(13);
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if (bHasPreRenderEffects) tmp |= BIT(14);
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WriteSaveBuf<uint32>(buf, tmp);
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WriteSaveBuf(buf, tmp);
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}
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void
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@ -529,6 +529,10 @@ CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &spri
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{
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float speedA = DotProduct(speed, springDir);
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float speedB = DotProduct(GetSpeed(point), springDir);
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#ifdef FIX_BUGS
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if (speedB == 0.0f)
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return true;
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#endif
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float step = Min(CTimer::GetTimeStep(), 3.0f);
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damping *= step;
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if(bIsHeavy)
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