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@@ -744,7 +744,7 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI |
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car->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING); |
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if (vp->door_angles[1]) |
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car->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING); |
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if (vp->door_status & 1 && car->Damage.GetDoorStatus(DOOR_BONNET) != DOOR_STATUS_MISSING){ |
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if (vp->door_status & 1 && car->Damage.GetDoorStatus(DOOR_BONNET) != DOOR_STATUS_MISSING) { |
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car->Damage.SetDoorStatus(DOOR_BONNET, DOOR_STATUS_MISSING); |
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car->SetDoorDamage(CAR_BONNET, DOOR_BONNET, true); |
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} |
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@@ -768,14 +768,14 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI |
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car->Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING); |
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car->SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT, true); |
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} |
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vehicle->bEngineOn = true; |
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if (vehicle->IsCar()) |
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((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4; |
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CWorld::Remove(vehicle); |
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CWorld::Add(vehicle); |
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if (vehicle->IsBoat()) |
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((CBoat*)vehicle)->m_bIsAnchored = false; |
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} |
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vehicle->bEngineOn = true; |
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if (vehicle->IsCar()) |
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((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4; |
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CWorld::Remove(vehicle); |
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CWorld::Add(vehicle); |
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if (vehicle->IsBoat()) |
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((CBoat*)vehicle)->m_bIsAnchored = false; |
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} |
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bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, float interpolation, uint32 *pTimer){ |
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