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Rename LEVEL_NONE to LEVEL_GENERIC
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@ -230,7 +230,7 @@ CAutomobile::ProcessControl(void)
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bWarnedPeds = false;
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// skip if the collision isn't for the current level
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if(colModel->level > LEVEL_NONE && colModel->level != CCollision::ms_collisionInMemory)
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if(colModel->level > LEVEL_GENERIC && colModel->level != CCollision::ms_collisionInMemory)
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return;
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// Improve grip of vehicles in certain cases
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@ -109,7 +109,7 @@ CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
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void
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CBoat::ProcessControl(void)
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{
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if(m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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if(m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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bool onLand = m_fDamageImpulse > 0.0f && m_vecDamageNormal.z > 0.1f;
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@ -83,7 +83,7 @@ CPlane::CPlane(int32 id, uint8 CreatedBy)
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SetStatus(STATUS_PLANE);
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bIsBIGBuilding = true;
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m_level = LEVEL_NONE;
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m_level = LEVEL_GENERIC;
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#ifdef FIX_BUGS
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m_isFarAway = true;
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