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implemented most of vice city path system
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@ -1618,7 +1618,7 @@ CWorld::RemoveFallenPeds(void)
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if(ped->CharCreatedBy != RANDOM_CHAR || ped->IsPlayer()) {
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int closestNode = ThePaths.FindNodeClosestToCoors(ped->GetPosition(), PATH_PED,
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999999.9f, false, false);
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CVector newPos = ThePaths.m_pathNodes[closestNode].pos;
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CVector newPos = ThePaths.m_pathNodes[closestNode].GetPosition();
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newPos.z += 2.0f;
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ped->Teleport(newPos);
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ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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@ -1642,7 +1642,7 @@ CWorld::RemoveFallenCars(void)
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(veh->pDriver && veh->pDriver->IsPlayer())) {
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int closestNode = ThePaths.FindNodeClosestToCoors(veh->GetPosition(), PATH_CAR,
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999999.9f, false, false);
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CVector newPos = ThePaths.m_pathNodes[closestNode].pos;
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CVector newPos = ThePaths.m_pathNodes[closestNode].GetPosition();
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newPos.z += 3.0f;
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veh->Teleport(newPos);
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veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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