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Fixes for Serge's review
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@ -24,7 +24,7 @@ uint32& CBridge::TimeOfBridgeBecomingOperational = *(uint32*)0x8F2BC0;
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void CBridge::Init()
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{
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FindBridgeEntities();
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OldLift = -1.0;
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OldLift = -1.0f;
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if (pLiftPart && pWeight)
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{
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DefaultZLiftPart = pLiftPart->GetPosition().z;
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@ -60,32 +60,32 @@ void CBridge::Update()
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if (timeElapsed < 10000)
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{
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State = STATE_LIFT_PART_MOVING_DOWN;
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liftHeight = 25.0 - timeElapsed / 10000.0 * 25.0;
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liftHeight = 25.0 - timeElapsed / 10000.0 * 25.0f;
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}
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else if (timeElapsed < 40000)
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{
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liftHeight = 0.0;
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liftHeight = 0.0f;
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State = STATE_LIFT_PART_IS_DOWN;
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}
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else if (timeElapsed < 50000)
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{
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liftHeight = 0.0;
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liftHeight = 0.0f;
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State = STATE_LIFT_PART_ABOUT_TO_MOVE_UP;
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}
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else if (timeElapsed < 60000)
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{
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State = STATE_LIFT_PART_MOVING_UP;
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liftHeight = (timeElapsed - 50000) / 10000.0 * 25.0;
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liftHeight = (timeElapsed - 50000) / 10000.0 * 25.0f;
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}
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else
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{
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liftHeight = 25.0;
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liftHeight = 25.0f;
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State = STATE_LIFT_PART_IS_UP;
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}
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}
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else
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{
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liftHeight = 25.0;
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liftHeight = 25.0f;
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TimeOfBridgeBecomingOperational = 0;
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State = STATE_BRIDGE_LOCKED;
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}
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@ -991,7 +991,7 @@ float
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CPathFind::FindNodeOrientationForCarPlacement(int32 nodeId)
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{
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if(m_pathNodes[nodeId].numLinks == 0)
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return 0.0;
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return 0.0f;
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CVector dir = m_pathNodes[m_connections[m_pathNodes[nodeId].firstLink]].pos - m_pathNodes[nodeId].pos;
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dir.z = 0.0f;
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dir.Normalise();
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@ -1008,7 +1008,7 @@ CPathFind::FindNodeOrientationForCarPlacementFacingDestination(int32 nodeId, flo
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CVector dir;
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if(m_pathNodes[nodeId].numLinks == 0)
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return 0.0;
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return 0.0f;
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int bestNode = m_connections[m_pathNodes[nodeId].firstLink];
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#ifdef FIX_BUGS
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@ -704,7 +704,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
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aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
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4.0f, 1.0f, 40.0f, false, 0.0f);
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float radius = (double)(rand() & 0xF) * 0.1 + 3.0;
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float radius = (double)(rand() & 0xF) * 0.1 + 3.0f;
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CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
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float size = (double)(rand() & 0xF) * 0.0005 + 0.6;
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CCoronas::RegisterCorona( (uintptr)entity,
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@ -174,7 +174,7 @@ void CMissionCleanup::Process()
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{
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CPopulation::m_AllRandomPedsThisType = -1;
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CPopulation::PedDensityMultiplier = 1.0f;
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CCarCtrl::CarDensityMultiplier = 1.0;
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CCarCtrl::CarDensityMultiplier = 1.0f;
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FindPlayerPed()->m_pWanted->m_fCrimeSensitivity = 1.0f;
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TheCamera.Restore();
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TheCamera.SetWideScreenOff();
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