Merge branch 'master' into miami
# Conflicts: # src/control/CarAI.cpp # src/control/Phones.cpp # src/control/Phones.h # src/control/Record.cpp # src/control/Restart.cpp # src/control/Script.cpp # src/core/Collision.cpp # src/core/Frontend.cpp # src/core/Frontend.h # src/core/Game.h # src/core/Streaming.cpp # src/core/TempColModels.cpp # src/core/Wanted.cpp # src/core/Zones.cpp # src/core/config.h # src/core/main.cpp # src/core/re3.cpp # src/entities/Entity.cpp # src/entities/Physical.cpp # src/extras/frontendoption.cpp # src/modelinfo/ModelInfo.cpp # src/modelinfo/PedModelInfo.cpp # src/peds/CivilianPed.cpp # src/peds/CopPed.cpp # src/peds/EmergencyPed.cpp # src/peds/Ped.cpp # src/peds/Ped.h # src/peds/Population.cpp # src/render/Renderer.cpp # src/save/GenericGameStorage.cpp # src/skel/win/win.cpp # src/vehicles/Automobile.cpp # src/vehicles/Boat.cpp # src/vehicles/Boat.h # src/vehicles/Vehicle.cpp
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@@ -24,8 +24,8 @@ uint16 CRestart::NumberOfPoliceRestarts;
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void
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CRestart::Initialise()
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{
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OverridePoliceStationLevel = LEVEL_NONE;
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OverrideHospitalLevel = LEVEL_NONE;
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OverridePoliceStationLevel = LEVEL_GENERIC;
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OverrideHospitalLevel = LEVEL_GENERIC;
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bFadeInAfterNextArrest = true;
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bFadeInAfterNextDeath = true;
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OverrideHeading = 0.0f;
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@@ -86,7 +86,7 @@ CRestart::FindClosestHospitalRestartPoint(const CVector &pos, CVector *outPos, f
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// find closest point on this level
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for (int i = 0; i < NumberOfHospitalRestarts; i++) {
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if (CTheZones::GetLevelFromPosition(&HospitalRestartPoints[i]) == (OverrideHospitalLevel != LEVEL_NONE ? OverrideHospitalLevel : curlevel)) {
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if (CTheZones::GetLevelFromPosition(&HospitalRestartPoints[i]) == (OverrideHospitalLevel != LEVEL_GENERIC ? OverrideHospitalLevel : curlevel)) {
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float dist = (pos - HospitalRestartPoints[i]).MagnitudeSqr();
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if (fMinDist >= dist) {
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fMinDist = dist;
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@@ -133,7 +133,7 @@ CRestart::FindClosestPoliceRestartPoint(const CVector &pos, CVector *outPos, flo
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// find closest point on this level
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for (int i = 0; i < NumberOfPoliceRestarts; i++) {
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if (CTheZones::GetLevelFromPosition(&PoliceRestartPoints[i]) == (OverridePoliceStationLevel != LEVEL_NONE ? OverridePoliceStationLevel : curlevel)) {
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if (CTheZones::GetLevelFromPosition(&PoliceRestartPoints[i]) == (OverridePoliceStationLevel != LEVEL_GENERIC ? OverridePoliceStationLevel : curlevel)) {
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float dist = (pos - PoliceRestartPoints[i]).MagnitudeSqr();
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if (fMinDist >= dist) {
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fMinDist = dist;
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