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- fix annoying car storing bug (again!!!)
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@ -15,7 +15,8 @@ void StorePlayerPosition(SAVED_PLAYER_POS *data)
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ushort type;
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int slot;
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slot = player[0].playerCarId;
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// store previous player car?
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slot = Mission.PhantomCarId != -1 ? Mission.PhantomCarId : player[0].playerCarId;
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cp = &car_data[slot];
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@ -25,10 +26,10 @@ void StorePlayerPosition(SAVED_PLAYER_POS *data)
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type = 0;
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data->type = type;
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data->direction = player[0].dir;
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data->vx = player[0].pos[0];
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data->vy = player[0].pos[1];
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data->vz = player[0].pos[2];
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data->direction = cp->hd.direction;
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data->vx = cp->hd.where.t[0];
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data->vy = cp->hd.where.t[1];
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data->vz = cp->hd.where.t[2];
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if (slot < 0)
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data->felony = pedestrianFelony;
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@ -100,17 +101,13 @@ void StoreCarPosition(MS_TARGET *target, SAVED_CAR_POS *data)
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int slot;
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CAR_DATA* cp;
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// if target is a swapable, make sure it gonna be previous player car
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if (target->s.car.flags & CARTARGET_FLAG_BACK_TO_PLAYERCAR)
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slot = Mission.PhantomCarId;
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else
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slot = target->s.car.slot;
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if (slot == -1)
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return;
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if (slot == player[0].playerCarId)
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return;
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//if (slot == player[0].playerCarId)
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// return;
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cp = &car_data[slot];
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@ -229,7 +226,8 @@ void StoreEndData(void)
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carpos = &MissionEndData.CarPos[numStored];
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if (target->type == Target_Car &&
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(target->s.target_flags & TARGET_FLAG_CAR_SAVED))
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(target->s.target_flags & TARGET_FLAG_CAR_SAVED) &&
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(target->s.target_flags & TARGET_FLAG_CAR_PINGED_IN))
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{
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StoreCarPosition(target, carpos);
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@ -3119,8 +3119,6 @@ void SetCarToBeStolen(MS_TARGET *target, int player)
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SetPlayerMessage(player, Mission.StealMessage, 2, 2);
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}
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// [D] [T]
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void HandleMission(void)
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{
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