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- fix tyre track sides being swapped
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@ -1490,10 +1490,6 @@ void CheckCarEffects(CAR_DATA* cp, int player_id)
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char tracks_and_smoke;
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char channel, desired_skid, desired_wheel;
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wheels_on_ground = 0;
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lay_down_tracks = 0;
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tracks_and_smoke = 0;
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if (cp->controlType != CONTROL_TYPE_PLAYER &&
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cp->controlType != CONTROL_TYPE_LEAD_AI &&
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cp->controlType != CONTROL_TYPE_CUTSCENE)
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@ -1508,6 +1504,10 @@ void CheckCarEffects(CAR_DATA* cp, int player_id)
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// [A] do hubcaps here
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HandlePlayerHubcaps(player_id);
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wheels_on_ground = 0;
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lay_down_tracks = 0;
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tracks_and_smoke = 0;
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for (cnt = 0; cnt < 4; cnt++)
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{
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if (cp->hd.wheel[cnt].susCompression != 0)
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@ -76,19 +76,20 @@ void GetTyreTrackPositions(CAR_DATA *cp, int player_id)
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CarPos.vz = cp->hd.where.t[2];
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car_cos = cp->ap.carCos;
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SetRotMatrix(&cp->hd.drawCarMat);
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SetRotMatrix(&cp->hd.where);
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steps = 4 / MAX_TYRE_TRACK_WHEELS;
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for (loop = 0; loop < 4; loop += steps)
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{
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WheelPos.vx = car_cos->wheelDisp[loop].vx;
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if (loop & 2)
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WheelPos.vx = car_cos->wheelDisp[loop].vx + 17;
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WheelPos.vx += 17;
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else
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WheelPos.vx = car_cos->wheelDisp[loop].vx - 17;
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WheelPos.vx -= 17;
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WheelPos.vy = 0;
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WheelPos.vz = -car_cos->wheelDisp[loop + 1 & 3].vz;
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WheelPos.vz = car_cos->wheelDisp[loop + 1 & 3].vz;
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_MatrixRotate(&WheelPos);
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