Adding getters and setters for type and status
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@ -328,7 +328,7 @@ CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1,
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continue;
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car->m_scanCode = CWorld::GetCurrentScanCode();
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if (car->m_status != STATUS_WRECKED && car->m_status != STATUS_TRAIN_MOVING
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if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING
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&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
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CVector carCentre = car->GetBoundCentre();
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@ -413,7 +413,7 @@ CPlayerInfo::Process(void)
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// This condition will always return true, else block was probably WIP Miami code.
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if (veh->m_vehType != VEHICLE_TYPE_BIKE || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->m_status != STATUS_WRECKED && veh->m_status != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->m_vecMoveSpeed.Magnitude() < 0.17f && CTimer::GetTimeScale() >= 0.5f && !veh->bIsInWater) {
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m_pPed->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
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}
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@ -454,7 +454,7 @@ CPlayerInfo::Process(void)
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weAreOnBoat = true;
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m_pPed->bOnBoat = true;
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#ifdef VC_PED_PORTS
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if (carBelow->m_status != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
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if (carBelow->GetStatus() != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
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#else
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if (carBelow->m_status != STATUS_WRECKED)
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#endif
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@ -491,7 +491,7 @@ CPlayerInfo::Process(void)
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}
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// carBelow is now closest vehicle
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if (carBelow && !weAreOnBoat) {
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if (carBelow->m_status == STATUS_TRAIN_NOT_MOVING) {
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if (carBelow->GetStatus() == STATUS_TRAIN_NOT_MOVING) {
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m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow);
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} else if (carBelow->IsBoat()) {
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if (!carBelow->pDriver) {
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@ -526,7 +526,7 @@ CPlayerInfo::Process(void)
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m_bInRemoteMode = false;
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CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = nil;
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if (FindPlayerVehicle()) {
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FindPlayerVehicle()->m_status = STATUS_PLAYER;
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FindPlayerVehicle()->SetStatus(STATUS_PLAYER);
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}
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}
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}
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