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Setter for bIsStatic (became virtual in SA)
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@ -91,7 +91,7 @@ CObject::ProcessControl(void)
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CPhysical::ProcessControl();
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if (mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)) {
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bIsInWater = true;
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bIsStatic = false;
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SetIsStatic(false);
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ApplyMoveForce(impulse);
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ApplyTurnForce(impulse, point);
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float fTimeStep = Pow(0.97f, CTimer::GetTimeStep());
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@ -182,7 +182,7 @@ CObject::ObjectDamage(float amount)
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case DAMAGE_EFFECT_SMASH_COMPLETELY:
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bIsVisible = false;
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bUsesCollision = false;
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bIsStatic = true;
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SetIsStatic(true);
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bExplosionProof = true;
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SetMoveSpeed(0.0f, 0.0f, 0.0f);
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SetTurnSpeed(0.0f, 0.0f, 0.0f);
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@ -194,7 +194,7 @@ CObject::ObjectDamage(float amount)
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else {
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bIsVisible = false;
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bUsesCollision = false;
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bIsStatic = true;
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SetIsStatic(true);
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bExplosionProof = true;
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SetMoveSpeed(0.0f, 0.0f, 0.0f);
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SetTurnSpeed(0.0f, 0.0f, 0.0f);
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@ -203,7 +203,7 @@ CObject::ObjectDamage(float amount)
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case DAMAGE_EFFECT_SMASH_CARDBOARD_COMPLETELY: {
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bIsVisible = false;
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bUsesCollision = false;
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bIsStatic = true;
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SetIsStatic(true);
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bExplosionProof = true;
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SetMoveSpeed(0.0f, 0.0f, 0.0f);
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SetTurnSpeed(0.0f, 0.0f, 0.0f);
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@ -226,7 +226,7 @@ CObject::ObjectDamage(float amount)
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case DAMAGE_EFFECT_SMASH_WOODENBOX_COMPLETELY: {
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bIsVisible = false;
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bUsesCollision = false;
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bIsStatic = true;
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SetIsStatic(true);
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bExplosionProof = true;
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SetMoveSpeed(0.0f, 0.0f, 0.0f);
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SetTurnSpeed(0.0f, 0.0f, 0.0f);
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@ -249,7 +249,7 @@ CObject::ObjectDamage(float amount)
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case DAMAGE_EFFECT_SMASH_TRAFFICCONE_COMPLETELY: {
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bIsVisible = false;
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bUsesCollision = false;
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bIsStatic = true;
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SetIsStatic(true);
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bExplosionProof = true;
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SetMoveSpeed(0.0f, 0.0f, 0.0f);
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SetTurnSpeed(0.0f, 0.0f, 0.0f);
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@ -274,7 +274,7 @@ CObject::ObjectDamage(float amount)
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case DAMAGE_EFFECT_SMASH_BARPOST_COMPLETELY: {
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bIsVisible = false;
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bUsesCollision = false;
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bIsStatic = true;
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SetIsStatic(true);
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bExplosionProof = true;
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SetMoveSpeed(0.0f, 0.0f, 0.0f);
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SetTurnSpeed(0.0f, 0.0f, 0.0f);
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@ -314,7 +314,7 @@ CObject::Init(void)
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CObjectData::SetObjectData(GetModelIndex(), *this);
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m_nEndOfLifeTime = 0;
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ObjectCreatedBy = GAME_OBJECT;
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bIsStatic = true;
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SetIsStatic(true);
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bIsPickup = false;
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bPickupObjWithMessage = false;
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bOutOfStock = false;
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