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cleaned up MIAMI ifdefs
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@ -229,12 +229,6 @@ CAutomobile::ProcessControl(void)
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colModel = GetColModel();
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bWarnedPeds = false;
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#ifndef MIAMI
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// skip if the collision isn't for the current level
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if(colModel->level > LEVEL_NONE && colModel->level != CCollision::ms_collisionInMemory)
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return;
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#endif
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// Improve grip of vehicles in certain cases
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bool strongGrip1 = false;
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bool strongGrip2 = false;
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@ -109,11 +109,6 @@ CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
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void
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CBoat::ProcessControl(void)
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{
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#ifndef MIAMI
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if(m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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#endif
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bool onLand = m_fDamageImpulse > 0.0f && m_vecDamageNormal.z > 0.1f;
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PruneWakeTrail();
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@ -99,9 +99,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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m_bSirenOrAlarm = 0;
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m_nCarHornTimer = 0;
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m_nCarHornPattern = 0;
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#ifdef MIAMI
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bParking = false;
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#endif
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m_nAlarmState = 0;
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m_nDoorLock = CARLOCK_UNLOCKED;
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m_nLastWeaponDamage = -1;
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@ -121,9 +119,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
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AutoPilot.m_bStayInCurrentLevel = false;
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AutoPilot.m_bIgnorePathfinding = false;
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#ifdef MIAMI
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AutoPilot.m_nSwitchDistance = 20;
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#endif
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}
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CVehicle::~CVehicle()
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