Adding getters and setters for type and status
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@@ -41,7 +41,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE)
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pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
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}
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switch (pVehicle->m_status){
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switch (pVehicle->GetStatus()){
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case STATUS_PLAYER:
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case STATUS_PLAYER_PLAYBACKFROMBUFFER:
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case STATUS_TRAIN_MOVING:
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@@ -330,12 +330,12 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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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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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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pVehicle->AutoPilot.m_nCarMission = FindPoliceCarMissionForWantedLevel();
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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}else if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE){
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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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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@@ -357,7 +357,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
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pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
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}
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if (pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
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if (pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
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if (pVehicle->AutoPilot.m_nCarMission != MISSION_NONE){
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if (pVehicle->AutoPilot.m_nCarMission != MISSION_STOP_FOREVER &&
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pVehicle->AutoPilot.m_nCruiseSpeed != 0 &&
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@@ -386,7 +386,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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CTimer::GetPreviousTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission <= 30000 &&
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pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE &&
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!CTrafficLights::ShouldCarStopForBridge(pVehicle)){
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
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@@ -446,7 +446,7 @@ float CCarAI::GetCarToGoToCoors(CVehicle* pVehicle, CVector* pTarget)
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nCruiseSpeed = 20;
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pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, *pTarget, false)) ?
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MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
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}else if (Abs(pTarget->x - pVehicle->AutoPilot.m_vecDestinationCoors.x) > 2.0f ||
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@@ -603,7 +603,7 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
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continue;
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if (vehicle->m_vehType != VEHICLE_TYPE_CAR && vehicle->m_vehType != VEHICLE_TYPE_BIKE)
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continue;
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if (vehicle->m_status != STATUS_SIMPLE && vehicle->m_status != STATUS_PHYSICS)
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if (vehicle->GetStatus() != STATUS_SIMPLE && vehicle->GetStatus() != STATUS_PHYSICS)
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continue;
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if (vehicle->VehicleCreatedBy != RANDOM_VEHICLE)
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continue;
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@@ -627,7 +627,7 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
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TEMPACT_SWERVELEFT : TEMPACT_SWERVERIGHT;
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vehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
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}
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vehicle->m_status = STATUS_PHYSICS;
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vehicle->SetStatus(STATUS_PHYSICS);
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}else{
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if (DotProduct2D(vehicle->GetMoveSpeed(), distance) < 0.0f && vehicle->AutoPilot.m_nTempAction != TEMPACT_WAIT){
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vehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
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