m_nWantedLevel -> GetWantedLevel()
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@@ -68,7 +68,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_bSirenOrAlarm = true;
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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@@ -110,7 +110,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() <= 1)
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pVehicle->m_bSirenOrAlarm = false;
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}
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}
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@@ -121,7 +121,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_nCarHornTimer = 0;
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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@@ -141,7 +141,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_bSirenOrAlarm = true;
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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@@ -169,7 +169,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() <= 1)
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pVehicle->m_bSirenOrAlarm = false;
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}
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}
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@@ -179,7 +179,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_nCarHornTimer = 0;
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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@@ -283,7 +283,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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(FindPlayerVehicle() == pVehicle->AutoPilot.m_pTargetCar &&
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#endif
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(FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice()))
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice()))
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#ifdef FIX_BUGS
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)
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#endif
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@@ -337,7 +337,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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}
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break;
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default:
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if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0 && !CCullZones::NoPolice()){
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if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->GetWantedLevel() > 0 && !CCullZones::NoPolice()){
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if (ABS(FindPlayerCoors().x - pVehicle->GetPosition().x) > 10.0f ||
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ABS(FindPlayerCoors().y - pVehicle->GetPosition().y) > 10.0f){
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pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
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@@ -351,7 +351,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() <= 1)
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pVehicle->m_bSirenOrAlarm = false;
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}
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}
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@@ -486,7 +486,7 @@ void CCarAI::AddPoliceCarOccupants(CVehicle* pVehicle)
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case MI_RHINO:
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case MI_BARRACKS:
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pVehicle->SetUpDriver();
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 1)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() > 1)
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pVehicle->SetupPassenger(0);
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return;
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default:
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@@ -541,7 +541,7 @@ void CCarAI::TellCarToBlockOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
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uint8 CCarAI::FindPoliceCarMissionForWantedLevel()
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{
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switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel){
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switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel()){
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case 0:
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case 1: return MISSION_BLOCKPLAYER_FARAWAY;
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case 2: return (CGeneral::GetRandomNumber() & 3) >= 3 ? MISSION_RAMPLAYER_FARAWAY : MISSION_BLOCKPLAYER_FARAWAY;
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@@ -555,7 +555,7 @@ uint8 CCarAI::FindPoliceCarMissionForWantedLevel()
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int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle* pVehicle)
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{
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switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel) {
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switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel()) {
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case 0: return CGeneral::GetRandomNumberInRange(12, 16);
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case 1: return 25;
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case 2: return 34;
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@@ -569,7 +569,7 @@ int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle* pVehicle)
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void CCarAI::MellowOutChaseSpeed(CVehicle* pVehicle)
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{
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel == 1){
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel() == 1){
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float distanceToPlayer = (pVehicle->GetPosition() - FindPlayerCoors()).Magnitude();
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if (FindPlayerVehicle()){
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if (distanceToPlayer < 10.0f)
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@@ -586,7 +586,7 @@ void CCarAI::MellowOutChaseSpeed(CVehicle* pVehicle)
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else
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pVehicle->AutoPilot.m_nCruiseSpeed = 25;
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}
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}else if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel == 2){
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}else if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel() == 2){
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float distanceToPlayer = (pVehicle->GetPosition() - FindPlayerCoors()).Magnitude();
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if (FindPlayerVehicle()) {
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if (distanceToPlayer < 10.0f)
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