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	final fix
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			@ -328,44 +328,6 @@ CCarCtrl::GenerateOneRandomCar()
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	pVehicle->AutoPilot.m_nCurrentRouteNode = curNodeId;
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	pVehicle->AutoPilot.m_nNextRouteNode = nextNodeId;
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	switch (carClass) {
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	case POOR:
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	case RICH:
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	case EXEC:
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	case WORKER:
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	case BIG:
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	case TAXI:
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	// TODO(MIAMI): check this
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	case MOPED:
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	case MOTORBIKE:
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	case LEISUREBOAT:
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	case WORKERBOAT:
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	//
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	case MAFIA:
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	case TRIAD:
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	case DIABLO:
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	case YAKUZA:
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	case YARDIE:
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	case COLOMB:
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	case NINES:
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	case GANG8:
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	case GANG9:
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	{
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		pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
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		if (carClass == EXEC)
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			pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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		else if (carClass == POOR)
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			pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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		CVehicleModelInfo* pVehicleInfo = pVehicle->GetModelInfo();
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		if (pVehicleInfo->GetColModel()->boundingBox.max.y - pVehicle->GetModelInfo()->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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			pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
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			pVehicle->AutoPilot.m_nCruiseSpeed /= 4;
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		}
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		pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
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		pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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		pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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		pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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		break;
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	}
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	case COPS:
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		pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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		if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
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			@ -392,6 +354,19 @@ CCarCtrl::GenerateOneRandomCar()
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		pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceBoatMissionForWantedLevel();
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		break;
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	default:
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		pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(9, 14);
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		if (carClass == EXEC)
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			pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(12, 18);
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		else if (carClass == POOR)
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			pVehicle->AutoPilot.m_nCruiseSpeed = CGeneral::GetRandomNumberInRange(7, 10);
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		if (pVehicle->GetColModel()->boundingBox.max.y - pVehicle->GetColModel()->boundingBox.min.y > 10.0f || carClass == BIG) {
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			pVehicle->AutoPilot.m_nCruiseSpeed *= 3;
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			pVehicle->AutoPilot.m_nCruiseSpeed /= 4;
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		}
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		pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
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		pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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		pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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		pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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		break;
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	}
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	if (pVehicle && pVehicle->GetModelIndex() == MI_MRWHOOP)
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			@ -526,29 +501,6 @@ CCarCtrl::GenerateOneRandomCar()
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	CVector2D speedDifferenceWithTarget = (CVector2D)pVehicle->GetMoveSpeed() - vecPlayerSpeed;
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	CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
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	switch (carClass) {
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	case POOR:
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	case RICH:
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	case EXEC:
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	case WORKER:
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	// TODO(MIAMI): check this
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	case MOPED:
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	case MOTORBIKE:
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	case LEISUREBOAT:
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	case WORKERBOAT:
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	//
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	case BIG:
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	case TAXI:
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	case MAFIA:
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	case TRIAD:
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	case DIABLO:
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	case YAKUZA:
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	case YARDIE:
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	case COLOMB:
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	case NINES:
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	case GANG8:
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	case GANG9:
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		pVehicle->SetStatus(STATUS_SIMPLE);
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		break;
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	case COPS:
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		pVehicle->SetStatus((pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
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		pVehicle->ChangeLawEnforcerState(1);
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			@ -557,6 +509,7 @@ CCarCtrl::GenerateOneRandomCar()
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		pVehicle->ChangeLawEnforcerState(1);
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		pVehicle->SetStatus(STATUS_PHYSICS);
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	default:
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		pVehicle->SetStatus(STATUS_SIMPLE);
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		break;
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	}
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	CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
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