Struct cleanup, various fixes, enable PS2 rand
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@@ -9191,8 +9191,11 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
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ped->QuitEnteringCar();
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return;
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}
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bool itsVan = veh->bIsVan;
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bool itsBus = veh->bIsBus;
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bool itsVan = !!veh->bIsVan;
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bool itsBus = !!veh->bIsBus;
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#ifdef FIX_BUGS
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bool itsLow = !!veh->bLowVehicle;
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#endif
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eDoors enterDoor;
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AnimationId enterAnim;
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@@ -9227,6 +9230,10 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
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enterAnim = ANIM_VAN_GETIN;
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} else if (itsBus) {
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enterAnim = ANIM_COACH_IN_R;
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#ifdef FIX_BUGS
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} else if (itsLow) {
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enterAnim = ANIM_CAR_GETIN_LOW_RHS;
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#endif
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} else {
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enterAnim = ANIM_CAR_GETIN_RHS;
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}
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@@ -9234,6 +9241,10 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
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enterAnim = ANIM_VAN_GETIN_L;
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} else if (itsBus) {
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enterAnim = ANIM_COACH_IN_L;
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#ifdef FIX_BUGS
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} else if (itsLow) {
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enterAnim = ANIM_CAR_GETIN_LOW_LHS;
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#endif
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} else {
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enterAnim = ANIM_CAR_GETIN_LHS;
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}
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@@ -10806,6 +10817,11 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
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}
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}
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}
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#ifdef CANCELLABLE_CAR_ENTER
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if (!veh->IsDoorMissing(door) && veh->CanPedOpenLocks(ped) && veh->IsCar()) {
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((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
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}
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#endif
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ped->QuitEnteringCar();
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ped->RestorePreviousObjective();
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ped->bCancelEnteringCar = false;
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@@ -14492,7 +14508,8 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
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collidedWithBoat = true;
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if (!field_EF && !m_phy_flagA80
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// ofc we're not vehicle
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if (!m_bIsVehicleBeingShifted && !m_phy_flagA80
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#ifdef VC_PED_PORTS
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&& !collidingEnt->IsPed()
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#endif
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@@ -15259,7 +15276,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
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{
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uint32 optedDoorNode = wantedDoorNode;
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bool teleportNeeded = false;
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bool isLow = veh->bLowVehicle;
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bool isLow = !!veh->bLowVehicle;
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if (!veh->CanPedExitCar()) {
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if (veh->pDriver && !veh->pDriver->IsPlayer()) {
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veh->AutoPilot.m_nCruiseSpeed = 0;
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