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garages revision + some fixes
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@ -1457,7 +1457,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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#ifndef FIX_BUGS
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CVector dist = point->point - (*source);
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CVector smokePos = point->point - Max(0.1f * dist.Magnitude(), 0.2f) / dist.Magnitude();
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CVector smokePos = point->point - Max(0.1f * dist.Magnitude(), 0.2f) * dist / dist.Magnitude();
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#else
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CVector smokePos = point->point;
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#endif // !FIX_BUGS
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@ -1472,7 +1472,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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}
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case ENTITY_TYPE_VEHICLE:
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{
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if (point->pieceB >= SURFACE_LAMP_POST && point->pieceB <= SURFACE_METAL_CHAIN_FENCE) {
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if (point->pieceB >= CAR_PIECE_WHEEL_LF && point->pieceB <= CAR_PIECE_WHEEL_RR) {
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((CVehicle*)victim)->BurstTyre(point->pieceB, true);
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for (int32 i = 0; i < 4; i++)
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@ -1486,9 +1486,9 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal * 0.05f);
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#ifndef FIX_BUGS
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CVector dist = point.point - (*fireSource);
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CVector dist = point->point - (*source);
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CVector offset = dist - Max(0.2f * dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
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CVector smokePos = *fireSource + offset;
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CVector smokePos = *source + offset;
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#else
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CVector smokePos = point->point;
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#endif
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@ -1866,7 +1866,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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{
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case ENTITY_TYPE_VEHICLE:
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{
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if (point.pieceB >= SURFACE_LAMP_POST && point.pieceB <= SURFACE_METAL_CHAIN_FENCE) {
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if (point.pieceB >= CAR_PIECE_WHEEL_LF && point.pieceB <= CAR_PIECE_WHEEL_RR) {
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((CVehicle*)victim)->BurstTyre(point.pieceB, true);
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for (int32 i = 0; i < 4; i++)
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