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some less certainly fps fixes
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@ -865,8 +865,14 @@ CAutomobile::ProcessControl(void)
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CVector wheelFwd = GetForward();
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CVector wheelFwd = GetForward();
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CVector wheelRight = GetRight();
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CVector wheelRight = GetRight();
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#ifdef FIX_BUGS
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// Not sure if this is needed, but brake usually has timestep as a factor
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if(bIsHandbrakeOn)
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brake = 20000.0f * CTimer::GetTimeStepFix();
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#else
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if(bIsHandbrakeOn)
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if(bIsHandbrakeOn)
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brake = 20000.0f;
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brake = 20000.0f;
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#endif
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if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f){
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if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f){
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if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier))
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if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier))
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@ -494,6 +494,11 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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if(contactSpeedRight != 0.0f){
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if(contactSpeedRight != 0.0f){
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// exert opposing force
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// exert opposing force
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right = -contactSpeedRight/wheelsOnGround;
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right = -contactSpeedRight/wheelsOnGround;
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#ifdef FIX_BUGS
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// contactSpeedRight is independent of framerate but right has timestep as a factor
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// so we probably have to fix this
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right *= CTimer::GetTimeStepFix();
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#endif
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if(wheelStatus == WHEEL_STATUS_BURST){
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if(wheelStatus == WHEEL_STATUS_BURST){
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float fwdspeed = Min(contactSpeedFwd, 0.3f);
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float fwdspeed = Min(contactSpeedFwd, 0.3f);
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@ -514,6 +519,11 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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}
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}
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}else if(contactSpeedFwd != 0.0f){
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}else if(contactSpeedFwd != 0.0f){
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fwd = -contactSpeedFwd/wheelsOnGround;
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fwd = -contactSpeedFwd/wheelsOnGround;
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#ifdef FIX_BUGS
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// contactSpeedFwd is independent of framerate but fwd has timestep as a factor
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// so we probably have to fix this
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fwd *= CTimer::GetTimeStepFix();
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#endif
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if(!bBraking){
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if(!bBraking){
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if(m_fGasPedal < 0.01f){
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if(m_fGasPedal < 0.01f){
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