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implemented most of streamed collisions and big buildings
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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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