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https://github.com/halpz/re3.git
synced 2025-07-04 05:30:45 +00:00
Adding getters and setters for type and status
This commit is contained in:
@ -132,7 +132,7 @@ CCopPed::SetArrestPlayer(CPed *player)
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player->m_pMyVehicle->m_nNumGettingIn = 0;
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player->m_pMyVehicle->m_nGettingInFlags = 0;
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player->m_pMyVehicle->bIsHandbrakeOn = true;
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player->m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED;
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player->m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
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}
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
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SetCurrentWeapon(WEAPONTYPE_COLT45);
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@ -414,8 +414,8 @@ CPed::FlagToDestroyWhenNextProcessed(void)
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return;
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if (m_pMyVehicle->pDriver == this){
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m_pMyVehicle->pDriver = nil;
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if (IsPlayer() && m_pMyVehicle->m_status != STATUS_WRECKED)
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m_pMyVehicle->m_status = STATUS_ABANDONED;
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if (IsPlayer() && m_pMyVehicle->GetStatus() != STATUS_WRECKED)
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m_pMyVehicle->SetStatus(STATUS_ABANDONED);
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}else{
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m_pMyVehicle->RemovePassenger(this);
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}
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@ -2919,7 +2919,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
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if (newObj == OBJECTIVE_SOLICIT) {
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m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
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} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR &&
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(m_carInObjective->m_status == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) {
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(m_carInObjective->GetStatus() == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) {
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SetObjectiveTimer(14000);
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} else {
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m_objectiveTimer = 0;
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@ -3166,13 +3166,13 @@ CPed::ReactToAttack(CEntity *attacker)
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&& (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING)) {
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if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE
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&& (m_pMyVehicle->m_status == STATUS_SIMPLE || m_pMyVehicle->m_status == STATUS_PHYSICS)
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&& (m_pMyVehicle->GetStatus() == STATUS_SIMPLE || m_pMyVehicle->GetStatus() == STATUS_PHYSICS)
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&& m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) {
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CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
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m_pMyVehicle->m_status = STATUS_PHYSICS;
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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}
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} else
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#endif
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@ -4136,8 +4136,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
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#ifdef VC_PED_PORTS
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if (m_pMyVehicle) {
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if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
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if (m_pMyVehicle->m_status == STATUS_SIMPLE) {
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m_pMyVehicle->m_status = STATUS_PHYSICS;
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if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
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}
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m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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@ -4151,7 +4151,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
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m_fHealth = 0.0f;
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if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
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SetRadioStation();
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m_pMyVehicle->m_status = STATUS_ABANDONED;
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m_pMyVehicle->SetStatus(STATUS_ABANDONED);
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}
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SetDie(dieAnim, dieDelta, dieSpeed);
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/*
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@ -4183,7 +4183,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
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}
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m_fHealth = 0.0f;
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if (player == this)
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m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED;
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m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
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SetDie(NUM_ANIMS, 4.0f, 0.0f);
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return true;
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@ -6013,9 +6013,9 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
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m_vehEnterType = vehEnterType;
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if (m_vehEnterType == CAR_DOOR_LF) {
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if (veh->pDriver && veh->pDriver->IsPlayer())
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veh->m_status = STATUS_PLAYER_DISABLED;
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veh->SetStatus(STATUS_PLAYER_DISABLED);
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else
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veh->m_status = STATUS_ABANDONED;
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veh->SetStatus(STATUS_ABANDONED);
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}
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RemoveInCarAnims();
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SetMoveState(PEDMOVE_NONE);
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@ -8584,7 +8584,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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eWeaponType killMethod;
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if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) {
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if (!this->m_pCollidingEntity || car->m_status == STATUS_PLAYER)
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if (!this->m_pCollidingEntity || car->GetStatus() == STATUS_PLAYER)
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this->m_pCollidingEntity = car;
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return;
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}
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@ -9544,7 +9544,7 @@ CPed::ProcessControl(void)
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#else
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} else if (collidingEnt) {
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#endif
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switch (collidingEnt->m_type)
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switch (collidingEnt->GetType())
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{
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case ENTITY_TYPE_BUILDING:
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case ENTITY_TYPE_OBJECT:
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@ -9773,7 +9773,7 @@ CPed::ProcessControl(void)
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if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
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if (!bVehEnterDoorIsBlocked) {
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if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
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if (collidingVeh->GetStatus() != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
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// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
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SetDirectionToWalkAroundObject(collidingVeh);
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@ -10126,7 +10126,7 @@ CPed::ProcessControl(void)
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if ((m_nPedStateTimer <= 50.0f / (4.0f * adjustedTs) || m_nPedStateTimer * 0.01f <= forceDir.MagnitudeSqr())
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&& (m_nCollisionRecords <= 1 || m_nPedStateTimer <= 50.0f / (2.0f * adjustedTs) || m_nPedStateTimer * 1.0f / 250.0f <= Abs(forceDir.z))) {
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if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING
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if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->IsBuilding()
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&& m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
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offsetToCheck.x = -forceDir.y;
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#ifdef VC_PED_PORTS
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@ -10994,7 +10994,7 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
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} else if (ped->m_nPedType == PEDTYPE_COP) {
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ped->QuitEnteringCar();
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if (ped->m_pedInObjective && ped->m_pedInObjective->m_nPedState == PED_DRIVING) {
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veh->m_status = STATUS_PLAYER_DISABLED;
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veh->SetStatus(STATUS_PLAYER_DISABLED);
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((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
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} else if (!veh->IsDoorMissing(DOOR_FRONT_RIGHT)) {
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((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING);
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@ -11145,7 +11145,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
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veh->m_nNumGettingIn = 0;
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veh->m_nGettingInFlags = 0;
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veh->bIsHandbrakeOn = true;
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veh->m_status = STATUS_PLAYER_DISABLED;
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veh->SetStatus(STATUS_PLAYER_DISABLED);
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}
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return;
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}
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@ -11190,7 +11190,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
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driver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
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if (driver->IsPlayer()) {
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veh->bIsHandbrakeOn = true;
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veh->m_status = STATUS_PLAYER_DISABLED;
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veh->SetStatus(STATUS_PLAYER_DISABLED);
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}
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driver->bBusJacked = true;
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veh->bIsBeingCarJacked = false;
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@ -11704,11 +11704,11 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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#if defined(FIX_BUGS) || defined(VC_PED_PORTS)
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CCarCtrl::RegisterVehicleOfInterest(veh);
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#endif
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if (veh->m_status == STATUS_SIMPLE) {
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if (veh->GetStatus() == STATUS_SIMPLE) {
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veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f);
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veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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}
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veh->m_status = STATUS_PLAYER;
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veh->SetStatus(STATUS_PLAYER);
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AudioManager.PlayerJustGotInCar();
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}
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veh->SetDriver(ped);
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@ -11729,19 +11729,19 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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if (ped->IsPlayer()) {
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if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
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if (veh->m_status == STATUS_SIMPLE) {
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if (veh->GetStatus() == STATUS_SIMPLE) {
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veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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}
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veh->m_status = STATUS_PLAYER;
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veh->SetStatus(STATUS_PLAYER);
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}
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AudioManager.PlayerJustGotInCar();
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} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
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if (veh->m_status == STATUS_SIMPLE) {
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if (veh->GetStatus() == STATUS_SIMPLE) {
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veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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}
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veh->m_status = STATUS_PHYSICS;
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veh->SetStatus(STATUS_PHYSICS);
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}
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if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
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@ -11998,7 +11998,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
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if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
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nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
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nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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nearVeh->m_status = STATUS_PHYSICS;
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nearVeh->SetStatus(STATUS_PHYSICS);
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nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
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nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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}
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@ -12205,7 +12205,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
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if (veh->pDriver == ped) {
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veh->RemoveDriver();
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veh->m_status = STATUS_ABANDONED;
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veh->SetStatus(STATUS_ABANDONED);
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if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
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veh->m_nDoorLock = CARLOCK_UNLOCKED;
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if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
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@ -12846,7 +12846,7 @@ CPed::ProcessObjective(void)
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|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= sq(0.02f)) {
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if (m_pMyVehicle->pDriver == this
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&& !m_pMyVehicle->m_nGettingInFlags) {
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m_pMyVehicle->m_status = STATUS_PHYSICS;
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
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if (m_nPedType == PEDTYPE_COP) {
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
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@ -12915,7 +12915,7 @@ CPed::ProcessObjective(void)
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newVeh->GetPosition() = ThePaths.m_pathNodes[closestNode].pos;
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newVeh->GetPosition().z += 4.0f;
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newVeh->SetHeading(DEGTORAD(200.0f));
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newVeh->m_status = STATUS_ABANDONED;
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newVeh->SetStatus(STATUS_ABANDONED);
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newVeh->m_nDoorLock = CARLOCK_UNLOCKED;
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CWorld::Add(newVeh);
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m_pMyVehicle = newVeh;
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@ -13017,7 +13017,7 @@ CPed::ProcessObjective(void)
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float distWithTargetSc = distWithTarget.Magnitude();
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if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
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CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle;
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if (vehOfTarget->bIsInWater || vehOfTarget->m_status == STATUS_PLAYER_DISABLED
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if (vehOfTarget->bIsInWater || vehOfTarget->GetStatus() == STATUS_PLAYER_DISABLED
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|| m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) {
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SetIdle();
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return;
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@ -14033,7 +14033,7 @@ CPed::SetSeekBoatPosition(CVehicle *boat)
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void
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CPed::SetExitTrain(CVehicle* train)
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{
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if (m_nPedState == PED_EXIT_TRAIN || train->m_status != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen())
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if (m_nPedState == PED_EXIT_TRAIN || train->GetStatus() != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen())
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return;
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/*
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@ -15137,7 +15137,7 @@ CPed::SetRadioStation(void)
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inline bool
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CPed::IsNotInWreckedVehicle()
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{
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return m_pMyVehicle != nil && m_pMyVehicle->m_status != STATUS_WRECKED;
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return m_pMyVehicle != nil && m_pMyVehicle->GetStatus() != STATUS_WRECKED;
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}
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void
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@ -15759,9 +15759,9 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
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SetRadioStation();
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if (veh->pDriver == this) {
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if (IsPlayer())
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veh->m_status = STATUS_PLAYER_DISABLED;
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veh->SetStatus(STATUS_PLAYER_DISABLED);
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else
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veh->m_status = STATUS_ABANDONED;
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veh->SetStatus(STATUS_ABANDONED);
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}
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}
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}
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@ -15916,7 +15916,7 @@ CPed::ScanForInterestingStuff(void)
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CVehicle* veh = (CVehicle*)vehicles[i];
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if (veh->m_modelIndex == MI_MRWHOOP) {
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if (veh->m_status != STATUS_ABANDONED && veh->m_status != STATUS_WRECKED) {
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if (veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED) {
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if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) {
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SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh);
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return;
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@ -16136,7 +16136,7 @@ CPed::SeekCar(void)
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GetNearestDoor(vehToSeek, dest);
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} else {
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if (vehToSeek->IsTrain()) {
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if (vehToSeek->m_status != STATUS_TRAIN_NOT_MOVING) {
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if (vehToSeek->GetStatus() != STATUS_TRAIN_NOT_MOVING) {
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RestorePreviousObjective();
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RestorePreviousState();
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return;
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@ -16222,7 +16222,7 @@ CPed::SeekCar(void)
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} else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
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&& vehToSeek->CanPedEnterCar()) {
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switch (vehToSeek->m_status) {
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switch (vehToSeek->GetStatus()) {
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case STATUS_PLAYER:
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case STATUS_SIMPLE:
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case STATUS_PHYSICS:
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@ -16994,11 +16994,11 @@ CPed::WarpPedIntoCar(CVehicle *car)
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return;
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if (IsPlayer()) {
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car->m_status = STATUS_PLAYER;
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car->SetStatus(STATUS_PLAYER);
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AudioManager.PlayerJustGotInCar();
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CCarCtrl::RegisterVehicleOfInterest(car);
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} else {
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car->m_status = STATUS_PHYSICS;
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car->SetStatus(STATUS_PHYSICS);
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}
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CWorld::Remove(this);
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@ -771,7 +771,7 @@ CPlayerPed::KeepAreaAroundPlayerClear(void)
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for (int i = 0; i < lastVehicle; i++) {
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CVehicle *veh = (CVehicle*)vehicles[i];
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if (veh->VehicleCreatedBy != MISSION_VEHICLE) {
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if (veh->m_status != STATUS_PLAYER && veh->m_status != STATUS_PLAYER_DISABLED) {
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if (veh->GetStatus() != STATUS_PLAYER && veh->GetStatus() != STATUS_PLAYER_DISABLED) {
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if ((veh->GetPosition() - playerPos).MagnitudeSqr() > 25.0f) {
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veh->AutoPilot.m_nTempAction = TEMPACT_WAIT;
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veh->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 5000;
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@ -869,8 +869,8 @@ CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
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CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
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if (veh && veh->m_nZoneLevel == LEVEL_NONE && veh->IsCar()) {
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if(veh->m_status != STATUS_ABANDONED && veh->m_status != STATUS_WRECKED && veh->m_status != STATUS_PLAYER &&
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veh->m_status != STATUS_PLAYER_REMOTE) {
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if(veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_PLAYER &&
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veh->GetStatus() != STATUS_PLAYER_REMOTE) {
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CVector vehPos(veh->GetPosition());
|
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CPopulation::FindCollisionZoneForCoors(&vehPos, &zone, &level);
|
||||
|
Reference in New Issue
Block a user