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Setter for bIsStatic (became virtual in SA)
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@ -185,11 +185,11 @@ void CBulletInfo::Update(void)
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if (pHitEntity->IsObject()) {
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CObject* pObject = (CObject*)pHitEntity;
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if (!pObject->bInfiniteMass) {
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if (pObject->IsStatic() && pObject->m_fUprootLimit <= 0.0f) {
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pObject->bIsStatic = false;
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if (pObject->GetIsStatic() && pObject->m_fUprootLimit <= 0.0f) {
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pObject->SetIsStatic(false);
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pObject->AddToMovingList();
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}
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if (!pObject->IsStatic())
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if (!pObject->GetIsStatic())
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pObject->ApplyMoveForce(-BULLET_HIT_FORCE * point.normal);
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}
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}
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@ -1057,13 +1057,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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if ( !victimObject->bInfiniteMass )
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{
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if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
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if ( victimObject->GetIsStatic() && victimObject->m_fUprootLimit <= 0.0f )
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{
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victimObject->bIsStatic = false;
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victimObject->SetIsStatic(false);
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victimObject->AddToMovingList();
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}
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if ( !victimObject->IsStatic())
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if ( !victimObject->GetIsStatic())
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{
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CVector moveForce = point->normal*-4.0f;
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victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
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@ -1316,13 +1316,13 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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if ( !victimObject->bInfiniteMass )
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{
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if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
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if ( victimObject->GetIsStatic() && victimObject->m_fUprootLimit <= 0.0f )
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{
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victimObject->bIsStatic = false;
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victimObject->SetIsStatic(false);
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victimObject->AddToMovingList();
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}
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if ( !victimObject->IsStatic())
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if ( !victimObject->GetIsStatic())
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{
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CVector moveForce = point.normal*-5.0f;
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victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
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@ -2258,9 +2258,9 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
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object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
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object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
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if ( object->IsStatic())
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if ( object->GetIsStatic())
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{
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object->bIsStatic = false;
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object->SetIsStatic(false);
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object->AddToMovingList();
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}
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}
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