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SetPosition, part 1
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@ -1293,7 +1293,7 @@ int8 CRunningScript::ProcessCommands0To99(int32 command)
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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pos.z += CWorld::Players[index].m_pPed->GetDistanceFromCentreOfMassToBaseOfModel();
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CWorld::Players[index].m_pPed->GetPosition() = pos;
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CWorld::Players[index].m_pPed->SetPosition(pos);
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CTheScripts::ClearSpaceForMissionEntity(pos, CWorld::Players[index].m_pPed);
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CPlayerPed::ReactivatePlayerPed(index);
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ScriptParams[0] = index;
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@ -5153,7 +5153,7 @@ int8 CRunningScript::ProcessCommands500To599(int32 command)
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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CRestart::OverrideNextRestart(pos, *(float*)&ScriptParams[3]);
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if (CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING) //TODO: enum
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if (CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING)
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printf("RESTART_CRITICAL_MISSION - Player state is not PLAYING\n");
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CWorld::Players[CWorld::PlayerInFocus].PlayerFailedCriticalMission();
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return 0;
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