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added CPhysical flags from Nick
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541665d9d1
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@ -272,7 +272,7 @@ void
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CPhysical::ProcessControl(void)
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{
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if(!IsPed())
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m_phy_flagA8 = false;
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bIsInWater = false;
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bHasContacted = false;
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bIsInSafePosition = false;
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bWasPostponed = false;
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@ -438,7 +438,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(B->IsPed() && ((CPed*)B)->m_pCurrentPhysSurface == A)
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ispedcontactA = true;
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}else
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timestepA = A->m_phy_flagA1 ? 2.0f : 1.0f;
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timestepA = A->bIsHeavy ? 2.0f : 1.0f;
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float timestepB;
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if(A->bPedPhysics){
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@ -451,7 +451,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(A->IsPed() && ((CPed*)A)->m_pCurrentPhysSurface == B)
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ispedcontactB = true;
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}else
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timestepB = B->m_phy_flagA1 ? 2.0f : 1.0f;
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timestepB = B->bIsHeavy ? 2.0f : 1.0f;
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float speedA, speedB;
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if(B->bIsStatic){
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@ -1821,7 +1821,7 @@ CPhysical::ProcessCollision(void)
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m_phy_flagA80 = false;
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if(!m_vecMoveSpeed.IsZero() ||
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!m_vecTurnSpeed.IsZero() ||
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m_phy_flagA40 ||
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bHitByTrain ||
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m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
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if(IsVehicle())
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((CVehicle*)this)->m_veh_flagD4 = true;
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@ -1830,7 +1830,7 @@ CPhysical::ProcessCollision(void)
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return;
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}
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}
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m_phy_flagA40 = false;
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bHitByTrain = false;
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m_fDistanceTravelled = (GetPosition() - *savedMatrix.GetPosition()).Magnitude();
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m_phy_flagA80 = false;
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@ -49,13 +49,13 @@ public:
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CVector m_vecDamageNormal;
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int16 m_nDamagePieceType;
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uint8 m_phy_flagA1 : 1;
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uint8 bIsHeavy : 1;
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uint8 bAffectedByGravity : 1;
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uint8 bInfiniteMass : 1;
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uint8 m_phy_flagA8 : 1;
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uint8 bIsInWater : 1;
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uint8 m_phy_flagA10 : 1;
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uint8 m_phy_flagA20 : 1;
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uint8 m_phy_flagA40 : 1;
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uint8 bHitByTrain : 1; // from nick
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uint8 m_phy_flagA80 : 1;
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uint8 m_nLastCollType;
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