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https://github.com/halpz/re3.git
synced 2025-07-14 22:38:12 +00:00
Adding getters and setters for type and status
This commit is contained in:
@ -278,7 +278,7 @@ CAnimViewer::Update(void)
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// }
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} else {
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newEntity = pTarget = new CAutomobile(modelId, RANDOM_VEHICLE);
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newEntity->m_status = STATUS_ABANDONED;
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newEntity->SetStatus(STATUS_ABANDONED);
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}
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newEntity->bIsStuck = true;
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} else if (modelInfo->m_type == MITYPE_PED) {
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@ -296,7 +296,7 @@ CAnimViewer::Update(void)
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CWorld::Add(newEntity);
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TheCamera.TakeControl(pTarget, CCam::MODE_MODELVIEW, JUMP_CUT, CAMCONTROL_SCRIPT);
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}
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if (pTarget->m_type == ENTITY_TYPE_VEHICLE || pTarget->m_type == ENTITY_TYPE_PED || pTarget->m_type == ENTITY_TYPE_OBJECT) {
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if (pTarget->IsVehicle() || pTarget->IsPed() || pTarget->IsObject()) {
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((CPhysical*)pTarget)->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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}
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pTarget->GetPosition().z = 0.0f;
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@ -4683,7 +4683,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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static float ZmTwoAlphaOffsetLCS[] = { 0.1f, 0.08f, 0.3f, 0.08f, 0.08f };
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static float ZmThreeAlphaOffsetLCS[] = { 0.065f, 0.05f, 0.15f, 0.06f, 0.08f };
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if (isHeli && car->m_status == STATUS_PLAYER_REMOTE)
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if (isHeli && car->GetStatus() == STATUS_PLAYER_REMOTE)
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zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos];
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else {
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switch ((int)TheCamera.CarZoomIndicator) {
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@ -4712,7 +4712,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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float minDistForThisCar = approxCarLength * CARCAM_SET[camSetArrPos][3];
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if (!isHeli || car->m_status == STATUS_PLAYER_REMOTE) {
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if (!isHeli || car->GetStatus() == STATUS_PLAYER_REMOTE) {
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float radiusToStayOutside = colMaxZ * CARCAM_SET[camSetArrPos][0] - CARCAM_SET[camSetArrPos][2];
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if (radiusToStayOutside > 0.0f) {
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TargetCoors.z += radiusToStayOutside;
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@ -107,7 +107,7 @@ void TankCheat()
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tank->GetPosition() = pos;
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tank->SetOrientation(0.0f, 0.0f, DEGTORAD(200.0f));
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tank->m_status = STATUS_ABANDONED;
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tank->SetStatus(STATUS_ABANDONED);
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tank->m_nDoorLock = CARLOCK_UNLOCKED;
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CWorld::Add(tank);
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}
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@ -328,7 +328,7 @@ CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1,
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continue;
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car->m_scanCode = CWorld::GetCurrentScanCode();
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if (car->m_status != STATUS_WRECKED && car->m_status != STATUS_TRAIN_MOVING
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if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING
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&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
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CVector carCentre = car->GetBoundCentre();
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@ -413,7 +413,7 @@ CPlayerInfo::Process(void)
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// This condition will always return true, else block was probably WIP Miami code.
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if (veh->m_vehType != VEHICLE_TYPE_BIKE || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->m_status != STATUS_WRECKED && veh->m_status != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->m_vecMoveSpeed.Magnitude() < 0.17f && CTimer::GetTimeScale() >= 0.5f && !veh->bIsInWater) {
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m_pPed->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
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}
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@ -454,7 +454,7 @@ CPlayerInfo::Process(void)
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weAreOnBoat = true;
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m_pPed->bOnBoat = true;
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#ifdef VC_PED_PORTS
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if (carBelow->m_status != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
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if (carBelow->GetStatus() != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
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#else
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if (carBelow->m_status != STATUS_WRECKED)
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#endif
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@ -491,7 +491,7 @@ CPlayerInfo::Process(void)
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}
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// carBelow is now closest vehicle
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if (carBelow && !weAreOnBoat) {
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if (carBelow->m_status == STATUS_TRAIN_NOT_MOVING) {
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if (carBelow->GetStatus() == STATUS_TRAIN_NOT_MOVING) {
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m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow);
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} else if (carBelow->IsBoat()) {
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if (!carBelow->pDriver) {
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@ -526,7 +526,7 @@ CPlayerInfo::Process(void)
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m_bInRemoteMode = false;
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CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = nil;
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if (FindPlayerVehicle()) {
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FindPlayerVehicle()->m_status = STATUS_PLAYER;
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FindPlayerVehicle()->SetStatus(STATUS_PLAYER);
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}
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}
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}
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@ -161,8 +161,8 @@ INITSAVEBUF
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pVehicle->m_nTimeOfDeath = pBufferVehicle->m_nTimeOfDeath;
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#endif
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pVehicle->m_nDoorLock = pBufferVehicle->m_nDoorLock;
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pVehicle->m_status = pBufferVehicle->m_status;
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pVehicle->m_type = pBufferVehicle->m_type;
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pVehicle->SetStatus(pBufferVehicle->GetStatus());
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pVehicle->SetType(pBufferVehicle->GetType());
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(pVehicle->GetAddressOfEntityProperties())[0] = (pBufferVehicle->GetAddressOfEntityProperties())[0];
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(pVehicle->GetAddressOfEntityProperties())[1] = (pBufferVehicle->GetAddressOfEntityProperties())[1];
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pVehicle->AutoPilot = pBufferVehicle->AutoPilot;
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@ -352,7 +352,7 @@ CWanted::WorkOutPolicePresence(CVector posn, float radius)
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vehicle->bIsLawEnforcer &&
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IsPoliceVehicleModel(vehicle->GetModelIndex()) &&
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vehicle != FindPlayerVehicle() &&
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vehicle->m_status != STATUS_ABANDONED && vehicle->m_status != STATUS_WRECKED &&
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vehicle->GetStatus() != STATUS_ABANDONED && vehicle->GetStatus() != STATUS_WRECKED &&
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(posn - vehicle->GetPosition()).Magnitude() < radius)
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numPolice++;
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}
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@ -1867,7 +1867,7 @@ CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
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int poolSize = CPools::GetVehiclePool()->GetSize();
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for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
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CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
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if(veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
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if(veh && veh->GetStatus() != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
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if(Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius &&
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Abs(veh->GetPosition().y - y) < radius)
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gFireManager.StartFire(veh, reason, 0.8f, true);
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@ -1928,7 +1928,7 @@ CWorld::Process(void)
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if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP &&
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RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
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RpAnimBlendClumpUpdateAnimations(csObj->GetClump(),
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0.02f * (csObj->m_type == ENTITY_TYPE_OBJECT
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0.02f * (csObj->IsObject()
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? CTimer::GetTimeStepNonClipped()
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: CTimer::GetTimeStep()));
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}
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@ -1946,7 +1946,7 @@ CWorld::Process(void)
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if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
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RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
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RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(),
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0.02f * (movingEnt->m_type == ENTITY_TYPE_OBJECT
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0.02f * (movingEnt->IsObject()
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? CTimer::GetTimeStepNonClipped()
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: CTimer::GetTimeStep()));
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}
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@ -2030,7 +2030,7 @@ CWorld::Process(void)
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movingEnt->UpdateRwFrame();
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if(!movingEnt->bIsInSafePosition) {
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movingEnt->bIsStuck = true;
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if(movingEnt->m_status == STATUS_PLAYER) {
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if(movingEnt->GetStatus() == STATUS_PLAYER) {
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printf("STUCK: Final Step: Player Entity %d Is Stuck\n",
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movingEnt->m_modelIndex);
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movingEnt->m_vecMoveSpeed *= 0.3f;
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@ -2178,10 +2178,10 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
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pEntity->ApplyTurnForce(vecForceDir.x, vecForceDir.y, vecForceDir.z,
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0.0f, 0.0f, fPointZ);
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}
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switch(pEntity->m_type) {
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switch(pEntity->GetType()) {
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case ENTITY_TYPE_VEHICLE:
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if(pEntity->m_status == STATUS_SIMPLE) {
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pEntity->m_status = STATUS_PHYSICS;
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if(pEntity->GetStatus() == STATUS_SIMPLE) {
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pEntity->SetStatus(STATUS_PHYSICS);
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CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
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}
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pVehicle->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION,
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@ -121,7 +121,7 @@ SpawnCar(int id)
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v->GetPosition().z += 4.0f;
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v->SetOrientation(0.0f, 0.0f, 3.49f);
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v->m_status = STATUS_ABANDONED;
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v->SetStatus(STATUS_ABANDONED);
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v->m_nDoorLock = CARLOCK_UNLOCKED;
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CWorld::Add(v);
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}
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