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Sanitizer fixes 2
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@ -25,7 +25,7 @@ class CCrimeBeingQd
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{
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public:
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eCrimeType m_nType;
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uint32 m_nId;
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int32 m_nId;
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uint32 m_nTime;
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CVector m_vecPosn;
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bool m_bReported;
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@ -3049,7 +3049,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
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if (!bUsesCollision)
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return false;
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return 0;
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if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
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collidedWithBoat = true;
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@ -6094,7 +6094,7 @@ CPed::FollowPath(void)
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}
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void
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CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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CPed::SetEvasiveStep(CPhysical *reason, uint8 animType)
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{
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AnimationId stepAnim;
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@ -6112,22 +6112,29 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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if (neededTurn > PI)
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neededTurn = TWOPI - neededTurn;
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CVehicle *veh = (CVehicle*)reason;
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if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) {
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if (reason->IsVehicle() && ((CVehicle*)reason)->IsCar()) {
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CVehicle *veh = (CVehicle*)reason;
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if (veh->m_nCarHornTimer != 0) {
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vehPressedHorn = true;
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if (!IsPlayer())
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animType = 1;
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}
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}
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if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
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SetLookFlag(veh, true);
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if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) {
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#ifdef FIX_BUGS
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#define IS_RCBANDIT (reason->IsVehicle() && reason->GetModelIndex() == MI_RCBANDIT)
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#else
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#define IS_RCBANDIT (reason->GetModelIndex() == MI_RCBANDIT)
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#endif
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if (neededTurn <= DEGTORAD(90.0f) || IS_RCBANDIT || vehPressedHorn || animType != 0) {
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SetLookFlag(reason, true);
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if ((CGeneral::GetRandomNumber() & 1) && !IS_RCBANDIT && animType == 0) {
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stepAnim = ANIM_STD_HAILTAXI;
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} else {
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float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
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veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
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float dangerDirection = CGeneral::GetRadianAngleBetweenPoints(
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reason->m_vecMoveSpeed.x, reason->m_vecMoveSpeed.y,
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0.0f, 0.0f);
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// Let's turn our back to the "reason"
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@ -6137,14 +6144,14 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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angleToFace -= TWOPI;
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// We don't want to run towards car's direction
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float dangerZone = angleToFace - vehDirection;
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float dangerZone = angleToFace - dangerDirection;
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dangerZone = CGeneral::LimitRadianAngle(dangerZone);
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// So, add or subtract 90deg (jump to left/right) according to that
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if (dangerZone > 0.0f)
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angleToFace = vehDirection - HALFPI;
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angleToFace = dangerDirection - HALFPI;
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else
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angleToFace = vehDirection + HALFPI;
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angleToFace = dangerDirection + HALFPI;
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stepAnim = ANIM_STD_NUM;
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if (animType == 0 || animType == 1)
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@ -6166,6 +6173,8 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
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SetPedState(PED_STEP_AWAY);
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}
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}
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#undef IS_RCBANDIT
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}
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void
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@ -625,7 +625,7 @@ public:
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void SetAimFlag(CEntity* to);
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void SetAimFlag(float angle);
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void SetAmmo(eWeaponType weaponType, uint32 ammo);
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void SetEvasiveStep(CEntity*, uint8);
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void SetEvasiveStep(CPhysical*, uint8);
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void GrantAmmo(eWeaponType, uint32);
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void SetEvasiveDive(CPhysical*, uint8);
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void SetAttack(CEntity*);
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@ -2266,7 +2266,11 @@ CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo)
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void
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CWeapon::BlowUpExplosiveThings(CEntity *thing)
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{
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#ifdef FIX_BUGS
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if ( thing && thing->IsObject() )
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#else
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if ( thing )
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#endif
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{
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CObject *object = (CObject*)thing;
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int32 mi = object->GetModelIndex();
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