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new script commands - mostly stubs
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@ -178,7 +178,7 @@ CColStore::LoadCollision(const CVector2D &pos)
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}else{
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for (int j = 0; j < MAX_CLEANUP; j++) {
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CPhysical* pEntity = CTheScripts::MissionCleanup.DoesThisEntityWaitForCollision(j);
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if (pEntity /* !pEntity->bDontLoadCollision && !pEntity->bIsFrozen */) {
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if (pEntity && !pEntity->bDontLoadCollision && !pEntity->bIsFrozen) {
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if (GetBoundingBox(i).IsPointInside(pEntity->GetPosition(), -80.0f))
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wantThisOne = true;
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}
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@ -149,13 +149,14 @@ CPlayerInfo::Clear(void)
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}
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void
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CPlayerInfo::BlowUpRCBuggy(void)
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CPlayerInfo::BlowUpRCBuggy(bool actually)
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{
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if (!m_pRemoteVehicle || m_pRemoteVehicle->bRemoveFromWorld)
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return;
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CRemote::TakeRemoteControlledCarFromPlayer();
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m_pRemoteVehicle->BlowUpCar(FindPlayerPed());
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if (actually)
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m_pRemoteVehicle->BlowUpCar(FindPlayerPed());
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}
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void
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@ -50,6 +50,7 @@ public:
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int32 m_nExplosionsSinceLastReward;
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int32 field_268;
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int32 field_272;
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uint32 m_nHavocLevel;
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bool m_bInfiniteSprint;
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bool m_bFastReload;
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bool m_bFireproof;
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@ -73,7 +74,7 @@ public:
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bool IsPlayerInRemoteMode(void);
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void PlayerFailedCriticalMission(void);
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void Clear(void);
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void BlowUpRCBuggy(void);
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void BlowUpRCBuggy(bool);
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void CancelPlayerEnteringCars(CVehicle*);
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bool IsRestartingAfterDeath(void);
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bool IsRestartingAfterArrest(void);
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