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fixed replay bugs
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bfe382c315
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@ -107,7 +107,11 @@ CFire::ProcessFire(void)
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}
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}
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}
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if (!FindPlayerVehicle() && !FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
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if (!FindPlayerVehicle() &&
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#ifdef FIX_BUGS
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FindPlayerPed() &&
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#endif
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!FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
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&& ((FindPlayerPed()->GetPosition() - m_vecPos).MagnitudeSqr() < 2.0f)) {
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FindPlayerPed()->DoStuffToGoOnFire();
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gFireManager.StartFire(FindPlayerPed(), m_pSource, 0.8f, 1);
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@ -3293,9 +3293,15 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
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}
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if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) {
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// POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
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#ifdef FIX_BUGS
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if (!veh->IsDoorMissing(door))
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((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
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PedSetOutCarCB(nil, ped);
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return;
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#else
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if (!veh->IsDoorMissing(door))
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((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
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#endif
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} else {
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switch (door) {
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case DOOR_FRONT_LEFT:
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