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https://github.com/halpz/re3.git
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implemented most of streamed collisions and big buildings
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@ -187,8 +187,10 @@ CCivilianPed::CivilianAI(void)
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void
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CCivilianPed::ProcessControl(void)
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{
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#ifndef MIAMI
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if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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#endif
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CPed::ProcessControl();
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@ -565,8 +565,10 @@ CCopPed::CopAI(void)
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void
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CCopPed::ProcessControl(void)
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{
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#ifndef MIAMI
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if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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#endif
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CPed::ProcessControl();
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if (bWasPostponed)
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@ -715,7 +717,7 @@ CCopPed::ProcessControl(void)
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return;
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bool dontShoot = false;
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if (GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(this)) {
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if (GetIsOnScreenAndNotCulled()) {
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if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
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CEntity *foundBuilding = nil;
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CColPoint foundCol;
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@ -44,8 +44,10 @@ CEmergencyPed::InRange(CPed *victim)
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void
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CEmergencyPed::ProcessControl(void)
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{
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#ifndef MIAMI
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if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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#endif
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CPed::ProcessControl();
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if (bWasPostponed)
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@ -9397,8 +9397,10 @@ CPed::ProcessControl(void)
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CColPoint foundCol;
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CEntity *foundEnt = nil;
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#ifndef MIAMI
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if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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#endif
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int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
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if (!bFadeOut) {
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@ -858,6 +858,7 @@ CPopulation::AddPedInCar(CVehicle* car)
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void
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CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
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{
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#ifndef MIAMI
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eLevelName level;
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int zone;
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int frame = CTimer::GetFrameCounter() & 7;
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@ -940,6 +941,7 @@ CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
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}
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}
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}
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#endif
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}
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void
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