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Merge branch 'master' into world
# Conflicts: # src/core/World.cpp # src/core/World.h
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@ -612,7 +612,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
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CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
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Bobj->bHasBeenDamaged = true;
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}else if(B->IsObject() && model != MI_EXPLODINGBARREL && model != MI_PETROLPUMP)
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}else if(B->IsObject() && !IsExplosiveThingModel(model))
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Bobj->bHasBeenDamaged = true;
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}else{
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if(IsGlass(B->GetModelIndex()))
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@ -1037,7 +1037,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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int numCollisions;
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int mostColliding;
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CColPoint colpoints[32];
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CColPoint colpoints[MAX_COLLISION_POINTS];
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CVector shift = { 0.0f, 0.0f, 0.0f };
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bool doShift = false;
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CEntity *boat = nil;
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@ -1187,7 +1187,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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bool
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CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
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{
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static CColPoint aColPoints[32];
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static CColPoint aColPoints[MAX_COLLISION_POINTS];
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float radius;
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CVector center;
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int listtype;
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@ -1349,7 +1349,7 @@ collision:
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bool
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CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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{
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static CColPoint aColPoints[32];
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static CColPoint aColPoints[MAX_COLLISION_POINTS];
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float radius;
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CVector center;
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CPtrList *list;
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