Adding getters and setters for type and status
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@@ -450,7 +450,7 @@ void CSceneEdit::ProcessCommand(void)
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break;
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}
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CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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pVehicle->GetPosition() = m_vecCurrentPosition;
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pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
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CWorld::Add(pVehicle);
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@@ -567,7 +567,7 @@ void CSceneEdit::ProcessCommand(void)
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
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else
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
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pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
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pActors[m_nActor]->m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
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@@ -810,7 +810,7 @@ void CSceneEdit::PlayBack(void)
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break;
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}
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CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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pVehicle->GetPosition() = m_vecCurrentPosition;
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pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
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CWorld::Add(pVehicle);
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@@ -845,7 +845,7 @@ void CSceneEdit::PlayBack(void)
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
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else
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
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pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
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pActors[m_nActor]->m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
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