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Merge branch 'master' into miami
# Conflicts: # src/control/CarAI.cpp # src/control/Phones.cpp # src/control/Phones.h # src/control/Record.cpp # src/control/Restart.cpp # src/control/Script.cpp # src/core/Collision.cpp # src/core/Frontend.cpp # src/core/Frontend.h # src/core/Game.h # src/core/Streaming.cpp # src/core/TempColModels.cpp # src/core/Wanted.cpp # src/core/Zones.cpp # src/core/config.h # src/core/main.cpp # src/core/re3.cpp # src/entities/Entity.cpp # src/entities/Physical.cpp # src/extras/frontendoption.cpp # src/modelinfo/ModelInfo.cpp # src/modelinfo/PedModelInfo.cpp # src/peds/CivilianPed.cpp # src/peds/CopPed.cpp # src/peds/EmergencyPed.cpp # src/peds/Ped.cpp # src/peds/Ped.h # src/peds/Population.cpp # src/render/Renderer.cpp # src/save/GenericGameStorage.cpp # src/skel/win/win.cpp # src/vehicles/Automobile.cpp # src/vehicles/Boat.cpp # src/vehicles/Boat.h # src/vehicles/Vehicle.cpp
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@ -353,7 +353,7 @@ CPopulation::FindCollisionZoneForCoors(CVector *coors, int *safeZoneOut, eLevelN
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}
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// Then it's transition area
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if (*safeZoneOut >= 0)
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*levelOut = LEVEL_NONE;
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*levelOut = LEVEL_GENERIC;
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else
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*levelOut = CTheZones::GetLevelFromPosition(coors);
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}
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