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Merge branch 'miami' into lcs
# Conflicts: # src/control/Script.h # src/modelinfo/SimpleModelInfo.cpp # src/modelinfo/VehicleModelInfo.cpp # src/rw/VisibilityPlugins.cpp # src/rw/VisibilityPlugins.h
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@ -1288,7 +1288,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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int numCollisions;
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int mostColliding;
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CColPoint colpoints[MAX_COLLISION_POINTS];
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CVector shift = { 0.0f, 0.0f, 0.0f };
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CVector shift = CVector(0.0f, 0.0f, 0.0f);
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bool doShift = false;
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CEntity *boat = nil;
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@ -1747,8 +1747,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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if(numCollisions <= 0)
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continue;
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CVector moveSpeed = { 0.0f, 0.0f, 0.0f };
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CVector turnSpeed = { 0.0f, 0.0f, 0.0f };
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CVector moveSpeed = CVector(0.0f, 0.0f, 0.0f);
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CVector turnSpeed = CVector(0.0f, 0.0f, 0.0f);
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float maxImpulseA = 0.0f;
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numResponses = 0;
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if(A->bHasContacted){
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@ -2232,8 +2232,8 @@ CPhysical::ProcessCollision(void)
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}else if(IsObject() && ((CObject*)this)->ObjectCreatedBy != TEMP_OBJECT){
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int responsecase = ((CObject*)this)->m_nSpecialCollisionResponseCases;
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if(responsecase == COLLRESPONSE_LAMPOST){
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CVector speedUp = { 0.0f, 0.0f, 0.0f };
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CVector speedDown = { 0.0f, 0.0f, 0.0f };
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CVector speedUp = CVector(0.0f, 0.0f, 0.0f);
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CVector speedDown = CVector(0.0f, 0.0f, 0.0f);
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CColModel *colModel = GetColModel();
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speedUp.z = colModel->boundingBox.max.z;
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speedDown.z = colModel->boundingBox.min.z;
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