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implemented CDoor
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@ -686,8 +686,8 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
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car->m_aSuspensionSpringRatio[i] = vp->wheel_susp_dist[i] / 50.0f;
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car->m_aWheelRotation[i] = vp->wheel_rotation[i] * M_PI / 128.0f;
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}
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car->Doors[2].m_fAngle = car->Doors[2].m_fPreviousAngle = vp->door_angles[0] * M_PI / 127.0f;
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car->Doors[3].m_fAngle = car->Doors[3].m_fPreviousAngle = vp->door_angles[1] * M_PI / 127.0f;
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car->Doors[2].m_fAngle = car->Doors[2].m_fPrevAngle = vp->door_angles[0] * M_PI / 127.0f;
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car->Doors[3].m_fAngle = car->Doors[3].m_fPrevAngle = vp->door_angles[1] * M_PI / 127.0f;
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if (vp->door_angles[0])
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car->Damage.SetDoorStatus(2, 2);
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if (vp->door_angles[1])
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