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Fix falling damage
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@ -3009,7 +3009,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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lowerSpeedLimit *= 1.5f;
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lowerSpeedLimit *= 1.5f;
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}
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}
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CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL);
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CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL);
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if (!bWasStanding && speed > upperSpeedLimit && (!bPushedAlongByCar || m_vecMoveSpeed.z < lowerSpeedLimit)
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if (!bWasStanding && ((speed > upperSpeedLimit && !bPushedAlongByCar) || (m_vecMoveSpeed.z < lowerSpeedLimit))
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&& m_pCollidingEntity != collidingEnt) {
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&& m_pCollidingEntity != collidingEnt) {
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float damage = 100.0f * Max(speed - 0.25f, 0.0f);
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float damage = 100.0f * Max(speed - 0.25f, 0.0f);
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