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- fix newest Car bomb getaway pursuit
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c360158ea7
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71dfece717
@ -800,7 +800,7 @@ void ControlCopDetection(void)
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}
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}
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if (CopsCanSeePlayer == 0 && !((gCurrentMissionNumber == 30 || gCurrentMissionNumber == 24) && CameraCnt-frameStart < 100))
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if (!CopsCanSeePlayer && !((gCurrentMissionNumber == 24 || gCurrentMissionNumber == 30) && CameraCnt-frameStart < 100))
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{
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cp = &car_data[MAX_CARS-1];
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@ -879,7 +879,7 @@ void ControlCopDetection(void)
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}
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// if cops can't see player - get out of pursued state
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if (CopsCanSeePlayer == 0)
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if (!CopsCanSeePlayer)
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{
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if (OutOfSightCount <= 255)
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{
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@ -941,7 +941,7 @@ void ControlCopDetection(void)
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LastHeading = heading;
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}
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if (CopsCanSeePlayer == 0)
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if (!CopsCanSeePlayer)
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{
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said_picked_up = 0;
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}
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@ -974,7 +974,8 @@ void PassiveCopTasks(CAR_DATA *cp)
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return;
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// [A] make an ambush on player in Destroy the yard
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if (player_position_known < 1)
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// but don't in Car bomb getaway
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if (player_position_known < 1 || !CopsCanSeePlayer && gCurrentMissionNumber == 24)
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return;
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InitCopState(cp, NULL);
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@ -144,7 +144,8 @@ void ChangeCarPlayerToPed(int playerID)
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locPlayer->horn.on = 0;
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// [A] carry over felony from car to Tanner if cops see player
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if (CopsCanSeePlayer)
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// don't clear player felony in Destroy the Yard
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if (CopsCanSeePlayer || gCurrentMissionNumber == 30)
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pedestrianFelony = lcp->felonyRating;
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else
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pedestrianFelony = 0;
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