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static shadows fix, cutscene shadows switches
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@ -147,7 +147,7 @@ void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((
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// --MIAMI: Done
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CPed::~CPed(void)
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{
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#if 1
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#ifdef USE_CUTSCENE_SHADOW_FOR_PED
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if ( m_pRTShadow ) delete m_pRTShadow;
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#endif
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CWorld::Remove(this);
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@ -207,8 +207,8 @@ CPed::FlagToDestroyWhenNextProcessed(void)
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CPed::CPed(uint32 pedType) : m_pedIK(this)
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{
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#if 1
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m_pRTShadow = NULL;
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#ifdef USE_CUTSCENE_SHADOW_FOR_PED
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m_pRTShadow = nil;
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#endif
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m_type = ENTITY_TYPE_PED;
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bPedPhysics = true;
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@ -2795,7 +2795,7 @@ CPed::SetModelIndex(uint32 mi)
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if (IsClumpSkinned(GetClump())) // condition isn't there in VC
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UpdateRpHAnim();
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#endif
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#if 1
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#ifdef USE_CUTSCENE_SHADOW_FOR_PED
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if (!m_pRTShadow)
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{
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m_pRTShadow = new CCutsceneShadow;
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@ -363,7 +363,7 @@ class CVehicle;
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class CPed : public CPhysical
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{
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public:
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#if 1
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#ifdef USE_CUTSCENE_SHADOW_FOR_PED
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class CCutsceneShadow *m_pRTShadow;
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#endif
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// 0x128
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