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Merge pull request #510 from aap/master
implemented most of streamed collisions and big buildings
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@ -696,7 +696,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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if (pVehicle->bExtendedRange)
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threshold *= 1.5f;
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if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
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if (pVehicle->GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(pVehicle)){
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if (pVehicle->GetIsOnScreenAndNotCulled()){
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pVehicle->bFadeOut = true;
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}else{
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CWorld::Remove(pVehicle);
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@ -722,7 +722,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
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return;
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if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
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(!pVehicle->GetIsOnScreen() || !CRenderer::IsEntityCullZoneVisible(pVehicle))){
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!pVehicle->GetIsOnScreenAndNotCulled()){
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if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(7.5f)){
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if (!CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
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CWorld::Remove(pVehicle);
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@ -417,8 +417,10 @@ void CRecordDataForChase::GiveUsACar(int32 mi, CVector pos, float angle, CAutomo
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*ppCar = pCar;
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}
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//--MIAMI: unused
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void RemoveUnusedCollision(void)
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{
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#ifndef MIAMI
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static const char* dontDeleteArray[] = {
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"rd_SrRoad2A50", "rd_SrRoad2A20", "rd_CrossRda1w22", "rd_CrossRda1rw22",
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"road_broadway02", "road_broadway01", "com_21way5", "com_21way50",
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@ -430,6 +432,7 @@ void RemoveUnusedCollision(void)
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CModelInfo::RemoveColModelsFromOtherLevels(LEVEL_NONE);
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for (int i = 0; i < ARRAY_SIZE(dontDeleteArray); i++)
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CModelInfo::GetModelInfo(dontDeleteArray[i], nil)->GetColModel()->level = LEVEL_COMMERCIAL;
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#endif
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}
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void CRecordDataForChase::StartChaseScene(float startTime)
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@ -372,6 +372,9 @@ private:
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friend class CRunningScript;
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friend class CHud;
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friend void CMissionCleanup::Process();
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#ifdef MIAMI
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friend class CColStore;
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#endif
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};
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