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	fixed weapon LOS check
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			@ -911,7 +911,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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				CWorld::bIncludeDeadPeds = true;
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			CWorld::bIncludeBikers = true;
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			CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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			ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
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			CWorld::bIncludeDeadPeds = false;
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			CWorld::bIncludeBikers = false;
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		}
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			@ -924,7 +924,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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			shooterPed->TransformToNode(target, PED_HANDR);
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			CWorld::bIncludeBikers = true;
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			CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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			ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
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			CWorld::bIncludeBikers = false;
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		}
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	}
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			@ -935,7 +935,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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		CWorld::bIncludeBikers = true;
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		CWorld::bIncludeDeadPeds = true;
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		CWorld::bIncludeCarTyres = true;
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		CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
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		ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
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		CWorld::bIncludeBikers = false;
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		CWorld::bIncludeDeadPeds = false;
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		CWorld::bIncludeCarTyres = false;
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			@ -981,7 +981,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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			target *= info->m_fRange;
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			target += *fireSource;
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			CWorld::pIgnoreEntity = shooter;
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			CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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			ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
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			CWorld::pIgnoreEntity = nil;
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			int32 rotSpeed = 1;
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			@ -1014,7 +1014,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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			}
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			CWorld::bIncludeBikers = true;
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			CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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			ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
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			CWorld::bIncludeBikers = false;
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			int32 rotSpeed = 1;
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			@ -1683,7 +1683,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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			CWorld::bIncludeCarTyres = true;
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			CWorld::bIncludeBikers = true;
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			CWorld::bIncludeDeadPeds = true;
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			CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
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			ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
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			CWorld::bIncludeDeadPeds = false;
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			CWorld::bIncludeCarTyres = false;
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		}
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			@ -1716,7 +1716,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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				CWorld::bIncludeDeadPeds = true;
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			CWorld::bIncludeBikers = true;
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			CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
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			ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
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			CWorld::bIncludeDeadPeds = false;
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		}
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		CWorld::bIncludeBikers = false;
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			@ -2329,7 +2329,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
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	CVector source = cam->Source;
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	CVector target = cam->Front*info->m_fRange + source;
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	if (CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true)) {
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	if (ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false)) {
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		CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, source, target);
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	}
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	CWorld::pIgnoreEntity = nil;
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			@ -3176,7 +3176,7 @@ CPed::IsPedDoingDriveByShooting(void)
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bool
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CWeapon::ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
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{
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	return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects);
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	return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, false, ignoreSomeObjects, true);
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}
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