mirror of
https://github.com/halpz/re3.git
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some vehicle cleanup
This commit is contained in:
parent
575c5466df
commit
04a91761df
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@ -5,6 +5,7 @@
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#include "World.h"
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#include "Vehicle.h"
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#include "Automobile.h"
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#include "Boat.h"
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#include "Ped.h"
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#include "PlayerPed.h"
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#include "CopPed.h"
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@ -2732,7 +2733,7 @@ CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, fl
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}else{
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assert(CamTargetEntity->IsVehicle());
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CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
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CVector CamPos = mi->m_vehicleType == VEHICLE_TYPE_BOAT ? mi->m_positions[BOAT_POS_FRONTSEAT] : mi->m_positions[CAR_POS_FRONTSEAT];
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CVector CamPos = mi->GetFrontSeatPosn();
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CamPos.x = 0.0f;
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CamPos.y += -0.08f;
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CamPos.z += 0.62f;
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@ -16,6 +16,7 @@
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#include "Train.h"
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#include "Plane.h"
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#include "Heli.h"
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#include "Bike.h"
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#include "ModelIndices.h"
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#include "ModelInfo.h"
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@ -120,16 +121,16 @@ RwObjectNameIdAssocation planeIds[] = {
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};
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RwObjectNameIdAssocation bikeIds[] = {
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{ "chassis_dummy", 1, 0 },
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{ "forks_front", 2, 0 },
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{ "forks_rear", 3, 0 },
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{ "wheel_front", 4, 0 },
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{ "wheel_rear", 5, 0 },
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{ "mudguard", 6, 0 },
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{ "ped_frontseat", 2, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
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{ "headlights", 0, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
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{ "taillights", 1, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
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{ "exhaust", 9, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
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{ "chassis_dummy", BIKE_CHASSIS, 0 },
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{ "forks_front", BIKE_FORKS_FRONT, 0 },
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{ "forks_rear", BIKE_FORKS_REAR, 0 },
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{ "wheel_front", BIKE_WHEEL_FRONT, 0 },
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{ "wheel_rear", BIKE_WHEEL_REAR, 0 },
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{ "mudguard", BIKE_MUDGUARD, 0 },
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{ "ped_frontseat", CAR_POS_FRONTSEAT, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
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{ "headlights", CAR_POS_HEADLIGHTS, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
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{ "taillights", CAR_POS_TAILLIGHTS, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
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{ "exhaust", CAR_POS_EXHAUST, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
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{ "extra1", 0, VEHICLE_FLAG_DRAWLAST | VEHICLE_FLAG_COMP | CLUMP_FLAG_NO_HIERID },
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{ "extra2", 0, VEHICLE_FLAG_DRAWLAST | VEHICLE_FLAG_COMP | CLUMP_FLAG_NO_HIERID },
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{ "extra3", 0, VEHICLE_FLAG_DRAWLAST | VEHICLE_FLAG_COMP | CLUMP_FLAG_NO_HIERID },
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@ -35,6 +35,43 @@ enum eVehicleType {
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NUM_VEHICLE_TYPES
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};
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enum eCarPositions
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{
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CAR_POS_HEADLIGHTS,
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CAR_POS_TAILLIGHTS,
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CAR_POS_FRONTSEAT,
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CAR_POS_BACKSEAT,
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// these are unused so we don't know the actual values
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CAR_POS_REVERSELIGHTS,
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CAR_POS_BRAKELIGHTS,
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CAR_POS_INDICATORS_FRONT,
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CAR_POS_INDICATORS_BACK,
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CAR_POS_STEERWHEEL,
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//
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CAR_POS_EXHAUST
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};
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enum eBoatPositions
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{
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BOAT_POS_FRONTSEAT
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};
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enum eTrainPositions
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{
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TRAIN_POS_LIGHT_FRONT,
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TRAIN_POS_LIGHT_REAR,
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TRAIN_POS_LEFT_ENTRY,
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TRAIN_POS_MID_ENTRY,
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TRAIN_POS_RIGHT_ENTRY
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};
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enum ePlanePositions
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{
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PLANE_POS_LIGHT_LEFT,
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PLANE_POS_LIGHT_RIGHT,
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PLANE_POS_LIGHT_TAIL,
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};
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enum {
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NUM_VEHICLE_POSITIONS = 10
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};
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@ -100,6 +137,7 @@ public:
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void SetVehicleComponentFlags(RwFrame *frame, uint32 flags);
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void PreprocessHierarchy(void);
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void GetWheelPosn(int32 n, CVector &pos);
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CVector &GetFrontSeatPosn(void) { return m_positions[m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT]; };
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int32 ChooseComponent(void);
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int32 ChooseSecondComponent(void);
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@ -1682,11 +1682,7 @@ CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatP
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switch (component) {
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case CAR_DOOR_RF:
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if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
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vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
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else
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vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
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vehDoorPos = vehModel->GetFrontSeatPosn();
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vehDoorPos.x += seatOffset;
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vehDoorOffset.x = -vehDoorOffset.x;
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break;
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@ -1698,11 +1694,7 @@ CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatP
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break;
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case CAR_DOOR_LF:
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if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
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vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
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else
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vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
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vehDoorPos = vehModel->GetFrontSeatPosn();
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vehDoorPos.x = -(vehDoorPos.x + seatOffset);
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break;
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@ -1712,11 +1704,7 @@ CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatP
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break;
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default:
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if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
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vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
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else
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vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
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vehDoorPos = vehModel->GetFrontSeatPosn();
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vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
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}
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return vehDoorPos - vehDoorOffset;
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@ -15031,11 +15019,7 @@ CPed::SeekBoatPosition(void)
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CVehicleModelInfo *boatModel = m_carInObjective->GetModelInfo();
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CVector enterOffset;
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if (boatModel->m_vehicleType == VEHICLE_TYPE_BOAT)
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enterOffset = boatModel->m_positions[BOAT_POS_FRONTSEAT];
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else
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enterOffset = boatModel->m_positions[CAR_POS_FRONTSEAT];
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enterOffset = boatModel->GetFrontSeatPosn();
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enterOffset.x = 0.0f;
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CMatrix boatMat(m_carInObjective->GetMatrix());
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SetMoveState(PEDMOVE_WALK);
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@ -16817,29 +16801,20 @@ CPed::SetPedPositionInCar(void)
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CMatrix newMat(m_pMyVehicle->GetMatrix());
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CVector seatPos;
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if (m_pMyVehicle->pDriver == this) {
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if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
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seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
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else
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seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
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seatPos = vehModel->GetFrontSeatPosn();
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if (!m_pMyVehicle->IsBoat() && m_pMyVehicle->m_vehType != VEHICLE_TYPE_BIKE)
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seatPos.x = -seatPos.x;
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} else if (m_pMyVehicle->pPassengers[0] == this) {
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if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
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seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
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else
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seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
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seatPos = vehModel->GetFrontSeatPosn();
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} else if (m_pMyVehicle->pPassengers[1] == this) {
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seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
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seatPos.x = -seatPos.x;
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} else {
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if (m_pMyVehicle->pPassengers[2] == this) {
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seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
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} else if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) {
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seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
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} else {
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seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
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seatPos = vehModel->GetFrontSeatPosn();
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}
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}
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newMat.GetPosition() += Multiply3x3(newMat, seatPos);
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@ -145,8 +145,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
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for(i = 0; i < 4; i++){
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m_aGroundPhysical[i] = nil;
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m_aGroundOffset[i] = CVector(0.0f, 0.0f, 0.0f);
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m_aSuspensionSpringRatio[i] = 1.0f;
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m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i];
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m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i] = 1.0f;
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m_aWheelTimer[i] = 0.0f;
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m_aWheelRotation[i] = 0.0f;
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m_aWheelSpeed[i] = 0.0f;
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@ -2314,6 +2313,17 @@ CAutomobile::ProcessControlInputs(uint8 pad)
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m_fSteerAngle = DEGTORAD(pHandling->fSteeringLock) * fValue;
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if(bComedyControls){
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#if 0 // old comedy controls from PS2 - same as bike's
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if(((CTimer::GetTimeInMilliseconds() >> 10) & 0xF) < 12)
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m_fGasPedal = 1.0f;
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if((((CTimer::GetTimeInMilliseconds() >> 10)+6) & 0xF) < 12)
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m_fBrakePedal = 0.0f;
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bIsHandbrakeOn = false;
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if(CTimer::GetTimeInMilliseconds() & 0x800)
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m_fSteerAngle += 0.08f;
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else
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m_fSteerAngle -= 0.03f;
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#else
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int rnd = CGeneral::GetRandomNumber() % 10;
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switch(m_comedyControlState){
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case 0:
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m_comedyControlState = 0;
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break;
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}
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}else
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}else{
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m_comedyControlState = 0;
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#endif
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}
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// Brake if player isn't in control
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// BUG: game always uses pad 0 here
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CCarCtrl::SwitchVehicleToRealPhysics(this);
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}
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ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f));
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ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward());
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ApplyMoveForce(GetRight() * m_fMass * CGeneral::GetRandomNumberInRange(-0.03f, 0.03f));
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ApplyTurnForce(GetRight() * m_fTurnMass * CGeneral::GetRandomNumberInRange(-0.03f, 0.03f), GetForward());
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}
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}
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@ -3964,10 +3976,10 @@ CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset)
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CVector seatPos;
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switch(component){
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case CAR_DOOR_RF:
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seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT];
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seatPos = mi->GetFrontSeatPosn();
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break;
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case CAR_DOOR_LF:
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seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT];
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seatPos = mi->GetFrontSeatPosn();
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seatPos.x = -seatPos.x;
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break;
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case CAR_DOOR_RR:
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@ -4558,7 +4570,7 @@ CAutomobile::SetupModelNodes(void)
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int i;
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for(i = 0; i < NUM_CAR_NODES; i++)
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m_aCarNodes[i] = nil;
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CClumpModelInfo::FillFrameArray((RpClump*)m_rwObject, m_aCarNodes);
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CClumpModelInfo::FillFrameArray(GetClump(), m_aCarNodes);
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}
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void
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@ -30,22 +30,6 @@ enum eCarNodes
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NUM_CAR_NODES,
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};
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enum eCarPositions
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{
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CAR_POS_HEADLIGHTS,
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CAR_POS_TAILLIGHTS,
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CAR_POS_FRONTSEAT,
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CAR_POS_BACKSEAT,
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// these are unused so we don't know the actual values
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CAR_POS_REVERSELIGHTS,
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CAR_POS_BRAKELIGHTS,
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CAR_POS_INDICATORS_FRONT,
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CAR_POS_INDICATORS_BACK,
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CAR_POS_STEERWHEEL,
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//
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CAR_POS_EXHAUST
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};
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// These are used for all the wheel arrays
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// DON'T confuse with VEHWHEEL, which are vehicle components
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enum {
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@ -9,13 +9,6 @@ enum ePlaneNodes
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NUM_PLANE_NODES
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};
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enum ePlanePositions
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{
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PLANE_POS_LIGHT_LEFT,
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PLANE_POS_LIGHT_RIGHT,
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PLANE_POS_LIGHT_TAIL,
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};
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struct CPlaneNode
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{
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CVector p; // position
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@ -24,15 +24,6 @@ enum eTrainNodes
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NUM_TRAIN_NODES
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};
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enum eTrainPositions
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{
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TRAIN_POS_LIGHT_FRONT,
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TRAIN_POS_LIGHT_REAR,
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TRAIN_POS_LEFT_ENTRY,
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TRAIN_POS_MID_ENTRY,
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TRAIN_POS_RIGHT_ENTRY
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};
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struct CTrainNode
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{
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CVector p; // position
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@ -28,12 +28,6 @@ enum eCarLock {
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CARLOCK_SKIP_SHUT_DOORS
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};
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enum
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{
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BOAT_POS_FRONTSEAT
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};
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enum eDoors
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{
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DOOR_BONNET = 0,
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@ -25,7 +25,8 @@
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#include "Stats.h"
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#include "TempColModels.h"
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#include "Timer.h"
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#include "Vehicle.h"
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#include "Automobile.h"
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#include "Boat.h"
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#include "WaterLevel.h"
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#include "WeaponInfo.h"
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#include "World.h"
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@ -1631,31 +1632,29 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
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CVehicleModelInfo *modelInfo = shooter->GetModelInfo();
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#define FRONTSEATPOS() (&(shooter->IsBoat() ? modelInfo->m_positions[BOAT_POS_FRONTSEAT] : modelInfo->m_positions[CAR_POS_FRONTSEAT]))
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CVector source, target;
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if ( left )
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{
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source = shooter->GetMatrix() * CVector(-shooter->GetColModel()->boundingBox.max.x + -0.2f,
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float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
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FRONTSEATPOS()->z + 0.5f);
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float(CGeneral::GetRandomNumber() & 255) * 0.001f + modelInfo->GetFrontSeatPosn().y,
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modelInfo->GetFrontSeatPosn().z + 0.5f);
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source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
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target = shooter->GetMatrix() * CVector(-info->m_fRange,
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FRONTSEATPOS()->y,
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FRONTSEATPOS()->z + 0.5f);
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modelInfo->GetFrontSeatPosn().y,
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modelInfo->GetFrontSeatPosn().z + 0.5f);
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}
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else
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{
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source = shooter->GetMatrix() * CVector(shooter->GetColModel()->boundingBox.max.x + 0.2f,
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float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
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FRONTSEATPOS()->z + 0.5f);
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float(CGeneral::GetRandomNumber() & 255) * 0.001f + modelInfo->GetFrontSeatPosn().y,
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modelInfo->GetFrontSeatPosn().z + 0.5f);
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source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
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target = shooter->GetMatrix() * CVector(info->m_fRange,
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FRONTSEATPOS()->y,
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FRONTSEATPOS()->z + 0.5f);
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modelInfo->GetFrontSeatPosn().y,
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modelInfo->GetFrontSeatPosn().z + 0.5f);
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}
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#undef FRONTSEATPOS
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