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Reodered checks so the lighter one goes first
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@ -450,7 +450,7 @@ void CBoat::PreRender_SilentPatch()
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// Fixed moving prop for Predator/Tropic/Reefer
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const int32_t extID = m_nModelIndex.Get();
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if ( SVF::ModelHasFeature( extID, SVF::Feature::BOAT_MOVING_PROP ) && m_pBoatNode[1] == nullptr )
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if ( m_pBoatNode[1] == nullptr && SVF::ModelHasFeature( extID, SVF::Feature::BOAT_MOVING_PROP ) )
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{
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m_pBoatNode[1] = GetFrameFromName( RpClumpGetFrame(m_pRwObject), "boat_moving" );
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}
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@ -486,7 +486,7 @@ void CAutomobile::Fix_SilentPatch()
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// Reset bouncing panels
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const int32_t extID = m_nModelIndex.Get();
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for ( ptrdiff_t i = (SVF::ModelHasFeature( extID, SVF::Feature::TOWTRUCK_HOOK ) && m_pCarNode[21]) || (SVF::ModelHasFeature( extID, SVF::Feature::TRACTOR_HOOK ) && m_pCarNode[17]) ? 1 : 0; i < 3; i++ )
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for ( ptrdiff_t i = (m_pCarNode[21] != nullptr && SVF::ModelHasFeature( extID, SVF::Feature::TOWTRUCK_HOOK )) || (m_pCarNode[17] != nullptr && SVF::ModelHasFeature( extID, SVF::Feature::TRACTOR_HOOK )) ? 1 : 0; i < 3; i++ )
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{
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// Towtruck/Tractor fix
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m_aBouncingPanel[i].m_nNodeIndex = -1;
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