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path: root/src/core/World.cpp
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#include "common.h"
#include "patcher.h"
#include "Entity.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "Vehicle.h"
#include "Object.h"
#include "Camera.h"
#include "DMAudio.h"
#include "CarCtrl.h"
#include "Garages.h"
#include "TempColModels.h"
#include "World.h"
#include "ModelIndices.h"
#include "References.h"
#include "CutsceneMgr.h"
#include "Record.h"
#include "RpAnimBlend.h"
#include "Messages.h"
#include "Replay.h"
#include "Population.h"
#include "Fire.h"
#include "ProjectileInfo.h"
#include "WaterLevel.h"
#include "CopPed.h"
#include "Object.h"
#include "Shadows.h"
#include "Explosion.h"
#include "Glass.h"
#include "ParticleObject.h"
#include "EventList.h"

#define OBJECT_REPOSITION_OFFSET_Z 0.2f

CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];

CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60;
CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList*)0x8F433C;
CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector (*)[NUMSECTORS_Y])0x665608;
uint16 &CWorld::ms_nCurrentScanCode = *(uint16*)0x95CC64;

uint8 &CWorld::PlayerInFocus = *(uint8 *)0x95CD61;
CPlayerInfo CWorld::Players[NUMPLAYERS];
bool &CWorld::bNoMoreCollisionTorque = *(bool*)0x95CDCC;
CEntity *&CWorld::pIgnoreEntity	= *(CEntity**)0x8F6494;
bool &CWorld::bIncludeDeadPeds = *(bool*)0x95CD8F;
bool &CWorld::bSecondShift = *(bool*)0x95CD54;
bool &CWorld::bForceProcessControl = *(bool*)0x95CD6C;
bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B;

bool &CWorld::bDoingCarCollisions = *(bool*)0x95CD8C;
bool &CWorld::bIncludeCarTyres = *(bool*)0x95CDAA;

void
CWorld::Initialise()
{
	pIgnoreEntity = nil;
	bDoingCarCollisions = false;
	bSecondShift = false;
	bNoMoreCollisionTorque = false;
	bProcessCutsceneOnly = false;
	bIncludeDeadPeds = false;
	bForceProcessControl = false;
	bIncludeCarTyres = false;
}

void
CWorld::Add(CEntity *ent)
{
	if(ent->IsVehicle() || ent->IsPed())
		DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, true);

	if(ent->bIsBIGBuilding)
		ms_bigBuildingsList[ent->m_level].InsertItem(ent);
	else
		ent->Add();

	if(ent->IsBuilding() || ent->IsDummy())
		return;

	if(!ent->bIsStatic)
		((CPhysical*)ent)->AddToMovingList();
}

void
CWorld::Remove(CEntity *ent)
{
	if(ent->IsVehicle() || ent->IsPed())
		DMAudio.SetEntityStatus(((CPhysical*)ent)->m_audioEntityId, false);

	if(ent->bIsBIGBuilding)
		ms_bigBuildingsList[ent->m_level].RemoveItem(ent);
	else
		ent->Remove();

	if(ent->IsBuilding() || ent->IsDummy())
		return;

	if(!ent->bIsStatic)
		((CPhysical*)ent)->RemoveFromMovingList();
}

void
CWorld::ClearScanCodes(void)
{
	CPtrNode *node;
	for(int i = 0; i < NUMSECTORS_Y; i++)
	for(int j = 0; j < NUMSECTORS_X; j++){
		CSector *s = &ms_aSectors[i][j];
		for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next)
			((CEntity*)node->item)->m_scanCode = 0;
		for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next)
			((CEntity*)node->item)->m_scanCode = 0;
		for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next)
			((CEntity*)node->item)->m_scanCode = 0;
		for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next)
			((CEntity*)node->item)->m_scanCode = 0;
		for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next)
			((CEntity*)node->item)->m_scanCode = 0;
	}
}

void
CWorld::ClearExcitingStuffFromArea(const CVector& pos, float radius, bool bRemoveProjectilesAndTidyUpShadows)
{
	CPedPool* pedPool = CPools::GetPedPool();
	for (int32 i = 0; i < pedPool->GetSize(); i++) {
		CPed* pPed = pedPool->GetSlot(i);
		if (pPed && !pPed->IsPlayer() && pPed->CanBeDeleted() && 
			CVector2D(pPed->GetPosition() - pos).MagnitudeSqr() < radius) {
			CPopulation::RemovePed(pPed);
		}
	}
	CVehiclePool* VehiclePool = CPools::GetVehiclePool();
	for (int32 i = 0; i < VehiclePool->GetSize(); i++) {
		CVehicle* pVehicle = VehiclePool->GetSlot(i);
		if (pVehicle && CVector2D(pVehicle->GetPosition() - pos).MagnitudeSqr() < radius && 
			!pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
			if (pVehicle->pDriver) {
				CPopulation::RemovePed(pVehicle->pDriver);
				pVehicle->pDriver = nil;
			}
			for (int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
				if (pVehicle->pPassengers[j]) {
					CPopulation::RemovePed(pVehicle->pPassengers[j]);
					pVehicle->pPassengers[j] = nil;
					--pVehicle->m_nNumPassengers;
				}
			}
			CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
			CWorld::Remove(pVehicle);
			delete pVehicle;
		}
	}
	CObject::DeleteAllTempObjectsInArea(pos, radius);
	gFireManager.ExtinguishPoint(pos, radius);
	CWorld::ExtinguishAllCarFiresInArea(pos, radius);
	CExplosion::RemoveAllExplosionsInArea(pos, radius);
	if (bRemoveProjectilesAndTidyUpShadows) {
		CProjectileInfo::RemoveAllProjectiles();
		CShadows::TidyUpShadows();
	}
}

bool
CWorld::CameraToIgnoreThisObject(CEntity *ent)
{
	if(CGarages::IsModelIndexADoor(ent->GetModelIndex()))
		return false;
	return ((CObject*)ent)->m_bCameraToAvoidThisObject != 1;
}

bool
CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
	int x, xstart, xend;
	int y, ystart, yend;
	int y1, y2;
	float dist;

	AdvanceCurrentScanCode();

	entity = nil;
	dist = 1.0f;

	xstart = GetSectorIndexX(point1.x);
	ystart = GetSectorIndexY(point1.y);
	xend = GetSectorIndexX(point2.x);
	yend = GetSectorIndexY(point2.y);

#define LOSARGS CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects

	if(xstart == xend && ystart == yend){
		// Only one sector
		return ProcessLineOfSightSector(*GetSector(xstart, ystart), LOSARGS);
	}else if(xstart == xend){
		// Only step in y
		if(ystart < yend)
			for(y = ystart; y <= yend; y++)
				ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
		else
			for(y = ystart; y >= yend; y--)
				ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
		return dist < 1.0f;
	}else if(ystart == yend){
		// Only step in x
		if(xstart < xend)
			for(x = xstart; x <= xend; x++)
				ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
		else
			for(x = xstart; x >= xend; x--)
				ProcessLineOfSightSector(*GetSector(x, ystart), LOSARGS);
		return dist < 1.0f;
	}else{
		if(point1.x < point2.x){
			// Step from left to right
			float m = (point2.y - point1.y) / (point2.x - point1.x);

			y1 = ystart;
			y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y);
			if(y1 < y2)
				for(y = y1; y <= y2; y++)
					ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
			else
				for(y = y1; y >= y2; y--)
					ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);

			for(x = xstart+1; x < xend; x++){
				y1 = y2;
				y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y);
				if(y1 < y2)
					for(y = y1; y <= y2; y++)
						ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
				else
					for(y = y1; y >= y2; y--)
						ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
			}

			y1 = y2;
			y2 = yend;
			if(y1 < y2)
				for(y = y1; y <= y2; y++)
					ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
			else
				for(y = y1; y >= y2; y--)
					ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
		}else{
			// Step from right to left
			float m = (point2.y - point1.y) / (point2.x - point1.x);

			y1 = ystart;
			y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y);
			if(y1 < y2)
				for(y = y1; y <= y2; y++)
					ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);
			else
				for(y = y1; y >= y2; y--)
					ProcessLineOfSightSector(*GetSector(xstart, y), LOSARGS);

			for(x = xstart-1; x > xend; x--){
				y1 = y2;
				y2 = GetSectorIndexY((GetWorldX(x) - point1.x)*m + point1.y);
				if(y1 < y2)
					for(y = y1; y <= y2; y++)
						ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
				else
					for(y = y1; y >= y2; y--)
						ProcessLineOfSightSector(*GetSector(x, y), LOSARGS);
			}

			y1 = y2;
			y2 = yend;
			if(y1 < y2)
				for(y = y1; y <= y2; y++)
					ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
			else
				for(y = y1; y >= y2; y--)
					ProcessLineOfSightSector(*GetSector(xend, y), LOSARGS);
		}
		return dist < 1.0f;
	}

#undef LOSARGS
}

bool
CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
	float mindist = dist;
	bool deadPeds = !!bIncludeDeadPeds;
	bIncludeDeadPeds = false;

	if(checkBuildings){
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough);
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
	}

	if(checkVehicles){
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough);
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
	}

	if(checkPeds){
		if(deadPeds)
			bIncludeDeadPeds = true;
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough);
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
		bIncludeDeadPeds = false;
	}

	if(checkObjects){
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects);
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, ignoreSomeObjects);
	}

	if(checkDummies){
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough);
		ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough);
	}

	bIncludeDeadPeds = deadPeds;

	if(mindist < dist){
		dist = mindist;
		return true;
	}else
		return false;
}

bool
CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
	bool deadPeds = false;
	float mindist = dist;
	CPtrNode *node;
	CEntity *e;
	CColModel *colmodel;

	if(list.first && bIncludeDeadPeds && ((CEntity*)list.first->item)->IsPed())
		deadPeds = true;

	for(node = list.first; node; node = node->next){
		e = (CEntity*)node->item;
		if(e->m_scanCode != GetCurrentScanCode() &&
		   e != pIgnoreEntity &&
		   (e->bUsesCollision || deadPeds) &&
		   !(ignoreSomeObjects && CameraToIgnoreThisObject(e))){
			colmodel = nil;
			e->m_scanCode = GetCurrentScanCode();

			if(e->IsPed()){
				if(e->bUsesCollision ||
				   deadPeds && ((CPed*)e)->m_nPedState == PED_DEAD){
					if (((CPed*)e)->UseGroundColModel())
						colmodel = &CTempColModels::ms_colModelPedGroundHit;
					else
#ifdef ANIMATE_PED_COL_MODEL
						colmodel = CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->GetHitColModel(), RpClumpGetFrame(e->GetClump()));
#else
						colmodel = ((CPedModelInfo*)CModelInfo::GetModelInfo(e->GetModelIndex()))->GetHitColModel();
#endif
				}else
					colmodel = nil;
			}else if(e->bUsesCollision)
				colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();

			if(colmodel &&
			   CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough))
				entity = e;
		}
	}

	if(mindist < dist){
		dist = mindist;
		return true;
	}else
		return false;
}

bool 
CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly)
{
	AdvanceCurrentScanCode();
	CVector point2(point1.x, point1.y, z2);
	return ProcessVerticalLineSector(*GetSector(GetSectorIndexX(point1.x), GetSectorIndexX(point1.y)),
		CColLine(point1, point2), point, entity,
		checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly);
}

bool
CWorld::ProcessVerticalLineSector(CSector &sector, const CColLine &line, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly)
{
	float mindist = 1.0f;

	if(checkBuildings){
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ignoreSeeThrough, poly);
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
	}

	if(checkVehicles){
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity, ignoreSeeThrough, poly);
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
	}

	if(checkPeds){
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ignoreSeeThrough, poly);
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
	}

	if(checkObjects){
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity, ignoreSeeThrough, poly);
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
	}

	if(checkDummies){
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity, ignoreSeeThrough, poly);
		ProcessVerticalLineSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity, ignoreSeeThrough, poly);
	}

	return mindist < 1.0f;
}

bool
CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly)
{
	float mindist = dist;
	CPtrNode *node;
	CEntity *e;
	CColModel *colmodel;

	for(node = list.first; node; node = node->next){
		e = (CEntity*)node->item;
		if(e->m_scanCode != GetCurrentScanCode() &&
		   e->bUsesCollision){
			e->m_scanCode = GetCurrentScanCode();

			colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
			if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough, poly))
				entity = e;
		}
	}

	if(mindist < dist){
		dist = mindist;
		return true;
	}else
		return false;
}

bool
CWorld::GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
	int x, xstart, xend;
	int y, ystart, yend;
	int y1, y2;

	AdvanceCurrentScanCode();

	xstart = GetSectorIndexX(point1.x);
	ystart = GetSectorIndexY(point1.y);
	xend = GetSectorIndexX(point2.x);
	yend = GetSectorIndexY(point2.y);

#define LOSARGS CColLine(point1, point2), checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects

	if(xstart == xend && ystart == yend){
		// Only one sector
		return GetIsLineOfSightSectorClear(*GetSector(xstart, ystart), LOSARGS);
	}else if(xstart == xend){
		// Only step in y
		if(ystart < yend){
			for(y = ystart; y <= yend; y++)
				if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
					return false;
		}else{
			for(y = ystart; y >= yend; y--)
				if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
					return false;
		}
	}else if(ystart == yend){
		// Only step in x
		if(xstart < xend){
			for(x = xstart; x <= xend; x++)
				if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS))
					return false;
		}else{
			for(x = xstart; x >= xend; x--)
				if(!GetIsLineOfSightSectorClear(*GetSector(x, ystart), LOSARGS))
					return false;
		}
	}else{
		if(point1.x < point2.x){
			// Step from left to right
			float m = (point2.y - point1.y) / (point2.x - point1.x);

			y1 = ystart;
			y2 = GetSectorIndexY((GetWorldX(xstart+1) - point1.x)*m + point1.y);
			if(y1 < y2){
				for(y = y1; y <= y2; y++)
					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
						return false;
			}else{
				for(y = y1; y >= y2; y--)
					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
						return false;
			}

			for(x = xstart+1; x < xend; x++){
				y1 = y2;
				y2 = GetSectorIndexY((GetWorldX(x+1) - point1.x)*m + point1.y);
				if(y1 < y2){
					for(y = y1; y <= y2; y++)
						if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
							return false;
				}else{
					for(y = y1; y >= y2; y--)
						if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
							return false;
				}
			}

			y1 = y2;
			y2 = yend;
			if(y1 < y2){
				for(y = y1; y <= y2; y++)
					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
						return false;
			}else{
				for(y = y1; y >= y2; y--)
					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
						return false;
			}
		}else{
			// Step from right to left
			float m = (point2.y - point1.y) / (point2.x - point1.x);

			y1 = ystart;
			y2 = GetSectorIndexY((GetWorldX(xstart) - point1.x)*m + point1.y);
			if(y1 < y2){
				for(y = y1; y <= y2; y++)
					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
						return false;
			}else{
				for(y = y1; y >= y2; y--)
					if(!GetIsLineOfSightSectorClear(*GetSector(xstart, y), LOSARGS))
						return false;
			}

			for(x = xstart-1; x > xend; x--){
				y1 = y2;
				y2 = GetSectorIndexY((GetWorldX(x) - point1.x)*m + point1.y);
				if(y1 < y2){
					for(y = y1; y <= y2; y++)
						if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
							return false;
				}else{
					for(y = y1; y >= y2; y--)
						if(!GetIsLineOfSightSectorClear(*GetSector(x, y), LOSARGS))
							return false;
				}
			}

			y1 = y2;
			y2 = yend;
			if(y1 < y2){
				for(y = y1; y <= y2; y++)
					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
						return false;
			}else{
				for(y = y1; y >= y2; y--)
					if(!GetIsLineOfSightSectorClear(*GetSector(xend, y), LOSARGS))
						return false;
			}
		}
	}

	return true;

#undef LOSARGS
}

bool
CWorld::GetIsLineOfSightSectorClear(CSector &sector, const CColLine &line, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
	if(checkBuildings){
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS], line, ignoreSeeThrough))
			return false;
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, ignoreSeeThrough))
			return false;
	}

	if(checkVehicles){
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES], line, ignoreSeeThrough))
			return false;
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, ignoreSeeThrough))
			return false;
	}

	if(checkPeds){
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_PEDS], line, ignoreSeeThrough))
			return false;
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, ignoreSeeThrough))
			return false;
	}

	if(checkObjects){
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS], line, ignoreSeeThrough, ignoreSomeObjects))
			return false;
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, ignoreSeeThrough, ignoreSomeObjects))
			return false;
	}

	if(checkDummies){
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES], line, ignoreSeeThrough))
			return false;
		if(!GetIsLineOfSightSectorListClear(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, ignoreSeeThrough))
			return false;
	}

	return true;
}

bool
CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
	CPtrNode *node;
	CEntity *e;
	CColModel *colmodel;

	for(node = list.first; node; node = node->next){
		e = (CEntity*)node->item;
		if(e->m_scanCode != GetCurrentScanCode() &&
		   e->bUsesCollision){

			e->m_scanCode = GetCurrentScanCode();

			if(e != pIgnoreEntity &&
			   !(ignoreSomeObjects && CameraToIgnoreThisObject(e))){

				colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();

				if(CCollision::TestLineOfSight(line, e->GetMatrix(), *colmodel, ignoreSeeThrough))
					return false;
			}
		}
	}

	return true;
}

void
CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects)
{
	float radiusSqr = radius * radius;
	float objDistSqr;

	for (CPtrNode *node = list.first; node; node = node->next) {
		CEntity *object = (CEntity*)node->item;
		if (object->m_scanCode != GetCurrentScanCode()) {
			object->m_scanCode = GetCurrentScanCode();

			CVector diff = centre - object->GetPosition();
			if (ignoreZ)
				objDistSqr = diff.MagnitudeSqr2D();
			else
				objDistSqr = diff.MagnitudeSqr();

			if (objDistSqr < radiusSqr && *nextObject < lastObject) {
				if (objects) {
					objects[*nextObject] = object;
				}
				(*nextObject)++;
			}
		}
	}
}

void
CWorld::FindObjectsInRange(CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
{
	int minX = GetSectorIndexX(centre.x - radius);
	if (minX <= 0) minX = 0;

	int minY = GetSectorIndexY(centre.y - radius);
	if (minY <= 0) minY = 0;

	int maxX = GetSectorIndexX(centre.x + radius);
#ifdef FIX_BUGS
	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
#else
	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
#endif

	int maxY = GetSectorIndexY(centre.y + radius);
#ifdef FIX_BUGS
	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
#endif
	
	AdvanceCurrentScanCode();

	*nextObject = 0;
	for(int curY = minY; curY <= maxY; curY++) {
		for(int curX = minX; curX <= maxX; curX++) {
			CSector *sector = GetSector(curX, curY);
			if (checkBuildings) {
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, ignoreZ, nextObject, lastObject, objects);
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
			}
			if (checkVehicles) {
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, ignoreZ, nextObject, lastObject, objects);
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
			}
			if (checkPeds) {
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ, nextObject, lastObject, objects);
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
			}
			if (checkObjects) {
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, ignoreZ, nextObject, lastObject, objects);
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
			}
			if (checkDummies) {
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, ignoreZ, nextObject, lastObject, objects);
				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
			}
		}
	}
}

void 
CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
{
	CPtrNode* pNode = list.first;
	while (pNode) {
		CEntity* pEntity = (CEntity*)pNode->item;
		if (pEntity->m_scanCode != ms_nCurrentScanCode) {
			pEntity->m_scanCode = ms_nCurrentScanCode;
			float fMagnitude = 0.0f;
			if (bCheck2DOnly)
				fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
			else
				fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
			if (fMagnitude < radius * radius && *nEntitiesFound < maxEntitiesToFind) {
				if (aEntities)
					aEntities[*nEntitiesFound] = pEntity;
				++*nEntitiesFound;
			}
		}
		pNode = pNode->next;
	}
}

void 
CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
{
	CWorld::AdvanceCurrentScanCode();
	*nEntitiesFound = 0;
	const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
	const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
	const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
	const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
	const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
	const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
	for (int32 y = nStartY; y <= nEndY; y++) {
		for (int32 x = nStartX; x <= nEndX; x++) {
			CSector* pSector = CWorld::GetSector(x, y);
			if (bBuildings) {
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
			if (bVehicles) {
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
			if (bPeds) {
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
			if (bObjects) {
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
			if (bDummies) {
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
		}
	}
}

CEntity*
CWorld::TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects)
{
	CEntity* foundE = nil;

	int minX = GetSectorIndexX(centre.x - radius);
	if (minX <= 0) minX = 0;

	int minY = GetSectorIndexY(centre.y - radius);
	if (minY <= 0) minY = 0;

	int maxX = GetSectorIndexX(centre.x + radius);
#ifdef FIX_BUGS
	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
#else
	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
#endif

	int maxY = GetSectorIndexY(centre.y + radius);
#ifdef FIX_BUGS
	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
#endif

	AdvanceCurrentScanCode();

	for (int curY = minY; curY <= maxY; curY++) {
		for (int curX = minX; curX <= maxX; curX++) {
			CSector* sector = GetSector(curX, curY);
			if (checkBuildings) {
				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, entityToIgnore, false);
				if (foundE)
					return foundE;

				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, radius, entityToIgnore, false);
				if (foundE)
					return foundE;
			}
			if (checkVehicles) {
				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, entityToIgnore, false);
				if (foundE)
					return foundE;

				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, radius, entityToIgnore, false);
				if (foundE)
					return foundE;
			}
			if (checkPeds) {
				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, entityToIgnore, false);
				if (foundE)
					return foundE;

				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, entityToIgnore, false);
				if (foundE)
					return foundE;
			}
			if (checkObjects) {
				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, entityToIgnore, ignoreSomeObjects);
				if (foundE)
					return foundE;

				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, radius, entityToIgnore, ignoreSomeObjects);
				if (foundE)
					return foundE;
			}
			if (checkDummies) {
				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, entityToIgnore, false);
				if (foundE)
					return foundE;

				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, entityToIgnore, false);
				if (foundE)
					return foundE;
			}
		}
	}
	return foundE;
}

CEntity*
CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float radius, CEntity *entityToIgnore, bool ignoreSomeObjects)
{
	static CColModel sphereCol;

	sphereCol.boundingSphere.center.x = 0.0f;
	sphereCol.boundingSphere.center.y = 0.0f;
	sphereCol.boundingSphere.center.z = 0.0f;
	sphereCol.boundingSphere.radius = radius;
	sphereCol.boundingBox.min.x = -radius;
	sphereCol.boundingBox.min.y = -radius;
	sphereCol.boundingBox.min.z = -radius;
	sphereCol.boundingBox.max.x = radius;
	sphereCol.boundingBox.max.y = radius;
	sphereCol.boundingBox.max.z = radius;
	sphereCol.numSpheres = 1;
	sphereCol.spheres = &sphereCol.boundingSphere;
	sphereCol.numLines = 0;
	sphereCol.numBoxes = 0;
	sphereCol.numTriangles = 0;
	sphereCol.ownsCollisionVolumes = false;

	CMatrix sphereMat;
	sphereMat.SetTranslate(spherePos);

	for(CPtrNode *node=list.first; node; node = node->next) {
		CEntity *e = (CEntity*)node->item;

		if (e->m_scanCode != GetCurrentScanCode()) {
			e->m_scanCode = GetCurrentScanCode();

			if (e != entityToIgnore && e->bUsesCollision && !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
				CVector diff = spherePos - e->GetPosition();
				float distance = diff.Magnitude();

				if (e->GetBoundRadius() + radius > distance) {
					CColModel *eCol = CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel();
					int collidedSpheres = CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(),
						*eCol, gaTempSphereColPoints, nil, nil);

					if (collidedSpheres != 0 ||
						(e->IsVehicle() && ((CVehicle*)e)->m_vehType == VEHICLE_TYPE_CAR &&
						e->m_modelIndex != MI_DODO && radius + eCol->boundingBox.max.x > distance)) {
						return e;
					}
				}
			}
		}
	}

	return nil;
}

float
CWorld::FindGroundZForCoord(float x, float y)
{
	CColPoint point;
	CEntity *ent;
	if(ProcessVerticalLine(CVector(x, y, 1000.0f), -1000.0f, point, ent, true, false, false, false, true, false, nil))
		return point.point.z;
	else
		return 20.0f;
}

float
CWorld::FindGroundZFor3DCoord(float x, float y, float z, bool *found)
{
	CColPoint point;
	CEntity *ent;
	if(ProcessVerticalLine(CVector(x, y, z), -1000.0f, point, ent, true, false, false, false, false, false, nil)){
		if(found)
			*found = true;
		return point.point.z;
	}else{
		if(found)
			*found = false;
		return 0.0f;
	}
}

float
CWorld::FindRoofZFor3DCoord(float x, float y, float z, bool *found)
{
	CColPoint point;
	CEntity *ent;
	if(ProcessVerticalLine(CVector(x, y, z), 1000.0f, point, ent, true, false, false, false, true, false, nil)){
		if(found)
			*found = true;
		return point.point.z;
	}else{
		if(found == nil)
			printf("THERE IS NO MAP BELOW THE FOLLOWING COORS:%f %f %f. (FindGroundZFor3DCoord)\n", x, y, z);
		if(found)
			*found = false;
		return 20.0f;
	}
}

void 
CWorld::RemoveReferencesToDeletedObject(CEntity* pDeletedObject)
{ 
	int32 i = CPools::GetPedPool()->GetSize();
	while (--i >= 0) {
		CPed* pPed = CPools::GetPedPool()->GetSlot(i);
		if (pPed && pPed != pDeletedObject) {
			pPed->RemoveRefsToEntity(pDeletedObject);
			if (pPed->m_pCurrentPhysSurface == pDeletedObject)
				pPed->m_pCurrentPhysSurface = nil;
		}
	}
	i = CPools::GetVehiclePool()->GetSize();
	while (--i >= 0) {
		CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
		if (pVehicle && pVehicle != pDeletedObject) {
			pVehicle->RemoveRefsToEntity(pDeletedObject);
			pVehicle->RemoveRefsToVehicle(pDeletedObject);
		}
	}
	i = CPools::GetObjectPool()->GetSize();
	while (--i >= 0) {
		CObject* pObject = CPools::GetObjectPool()->GetSlot(i);
		if (pObject && pObject != pDeletedObject) {
			pObject->RemoveRefsToEntity(pDeletedObject);
		}
	}
}

void 
CWorld::FindObjectsKindaColliding(const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
{ 
	CWorld::AdvanceCurrentScanCode();
	*nCollidingEntities = 0;
	const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
	const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
	const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
	const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
	const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
	const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
	for (int32 y = nStartY; y <= nEndY; y++) {
		for (int32 x = nStartX; x <= nEndX; x++) {
			CSector* pSector = CWorld::GetSector(x, y);
			if (bBuildings) {
				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
			}
			if (bVehicles) {
				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
			}
			if (bPeds) {
			CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
			CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
			}
			if (bObjects) {
				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
			}
			if (bDummies) {
				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
			}
		}
	}
}

void 
CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities)
{
	CPtrNode* pNode = list.first;
	while (pNode) {
		CEntity* pEntity = (CEntity*)pNode->item;
		if (pEntity->m_scanCode != ms_nCurrentScanCode) {
			pEntity->m_scanCode = ms_nCurrentScanCode;
			float fMagnitude = 0.0f;
			if (bCheck2DOnly)
				fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
			else
				fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
			if (pEntity->GetBoundRadius() + radius > fMagnitude && *nCollidingEntities < maxEntitiesToFind) {
				if (aEntities)
					aEntities[*nCollidingEntities] = pEntity;
				++*nCollidingEntities;
			}
		}
		pNode = pNode->next;
	}
}

void
CWorld::FindObjectsIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
{ 
	CWorld::AdvanceCurrentScanCode();
	*nIntersecting = 0;
	const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
	const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
	const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
	const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
	for (int32 y = nStartY; y <= nEndY; y++) {
		for (int32 x = nStartX; x <= nEndX; x++) {
			CSector* pSector = CWorld::GetSector(x, y);
			if (bBuildings) {
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
			}
			if (bVehicles) {
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
			}
			if (bPeds) {
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
			}
			if (bObjects) {
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
			}
			if (bDummies) {
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
			}
		}
	}

}

void 
CWorld::FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities)
{
	CPtrNode* pNode = list.first;
	while (pNode) {
			CEntity* pEntity = (CEntity*)pNode->item;
			if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
				pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
				float fRadius = pEntity->GetBoundRadius();
				const CVector& entityPos = pEntity->GetPosition();
				if (fRadius + entityPos.x >= vecStartPos.x && entityPos.x - fRadius <= vecEndPos.x &&
					fRadius + entityPos.y >= vecStartPos.y && entityPos.y - fRadius <= vecEndPos.y && 
					fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z && 
					*nIntersecting < maxEntitiesToFind) {
					if (aEntities)
						aEntities[*nIntersecting] = pEntity;
					++*nIntersecting;
				}
			}
		pNode = pNode->next;
	}
}

void 
CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, float fStartX, float fStartY, float fEndX, float fEndY, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
{
	CWorld::AdvanceCurrentScanCode();
	*nEntitiesFound = 0;
	const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
	const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
	const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
	const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
	for (int32 y = nStartY; y <= nEndY; y++) {
		for (int32 x = nStartX; x <= nEndX; x++) {
			CSector* pSector = CWorld::GetSector(x, y);
			if (bBuildings) {
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
			if (bVehicles) {
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
			if (bPeds) {
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_PEDS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
			if (bObjects) {
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
			if (bDummies) {
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
				CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
			}
		}
	}
}

void 
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
{
	CPtrNode* pNode = list.first;
	while (pNode) {
		CEntity* pEntity = (CEntity*)pNode->item;
		if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
			pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
			CColSphere sphere;
			CVector vecDistance = pEntity->m_matrix.GetPosition() - position;
			sphere.radius = pEntity->GetBoundRadius();
			sphere.center = Multiply3x3(vecDistance, matrix);
			if (CCollision::TestSphereBox(sphere, boundingBox) && *nEntitiesFound < maxEntitiesToFind) {
				if (aEntities)
					aEntities[*nEntitiesFound] = pEntity;
				++*nEntitiesFound;
			}
		}
		pNode = pNode->next;
	}
}

void
CWorld::FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bVehicles, bool bPeds, bool bObjects)
{
	CWorld::AdvanceCurrentScanCode();
	*nIntersecting = 0;
	const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
	const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
	const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
	const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
	for (int32 y = nStartY; y <= nEndY; y++) {
		for (int32 x = nStartX; x <= nEndX; x++) {
			CSector* pSector = CWorld::GetSector(x, y);
			if (bVehicles) {
				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, true, false);
				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, true, false);
			}
			if (bPeds) {
				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, true);
				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, true);
			}
			if (bObjects) {
				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, false);
				CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, false);
			}
		}
	}
}

void
CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bIsVehicleList, bool bIsPedList)
{
	CPtrNode* pNode = list.first;
	while (pNode) {
		CEntity* pEntity = (CEntity*)pNode->item;
		if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
			pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
			bool bIsMissionEntity = false;
			if (bIsVehicleList)
				bIsMissionEntity = ((CVehicle*)pEntity)->VehicleCreatedBy == MISSION_VEHICLE;
			else if (bIsPedList)
				bIsMissionEntity = ((CPed*)pEntity)->CharCreatedBy == MISSION_CHAR;
			else
				bIsMissionEntity = ((CObject*)pEntity)->ObjectCreatedBy == MISSION_OBJECT;
			float fRadius = pEntity->GetBoundRadius();
			const CVector& entityPos = pEntity->GetPosition();
			if (bIsMissionEntity && 
				fRadius + entityPos.x >= vecStartPos.x && entityPos.x - fRadius <= vecEndPos.x &&
				fRadius + entityPos.y >= vecStartPos.y && entityPos.y - fRadius <= vecEndPos.y && 
				fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z &&
				*nIntersecting < maxEntitiesToFind) {
				if (aEntities)
					aEntities[*nIntersecting] = (CEntity*)pEntity;
				++*nIntersecting;
			}
		}
		pNode = pNode->next;
	}
}

CPlayerPed*
FindPlayerPed(void)
{
	return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
}

CVehicle*
FindPlayerVehicle(void)
{
	CPlayerPed *ped = FindPlayerPed();
	if(ped && ped->InVehicle())
		return ped->m_pMyVehicle;
	return nil;
}

CVehicle*
FindPlayerTrain(void)
{
	if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
		return FindPlayerVehicle();
	else
		return nil;
}

CEntity*
FindPlayerEntity(void)
{
	CPlayerPed *ped = FindPlayerPed();
	if(ped->InVehicle())
		return ped->m_pMyVehicle;
	else
		return ped;
}

CVector
FindPlayerCoors(void)
{
	CPlayerPed *ped = FindPlayerPed();
	if(ped->InVehicle())
		return ped->m_pMyVehicle->GetPosition();
	else
		return ped->GetPosition();
}

CVector&
FindPlayerSpeed(void)
{
	CPlayerPed *ped = FindPlayerPed();
	if(ped->InVehicle())
		return ped->m_pMyVehicle->m_vecMoveSpeed;
	else
		return ped->m_vecMoveSpeed;
}

CVector&
FindPlayerCentreOfWorld(int32 player)
{
	if(CCarCtrl::bCarsGeneratedAroundCamera)
		return TheCamera.GetPosition();
	if(CWorld::Players[player].m_pRemoteVehicle)
		return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
	if(FindPlayerVehicle())
		return FindPlayerVehicle()->GetPosition();
	return CWorld::Players[player].m_pPed->GetPosition();
}

CVector&
FindPlayerCentreOfWorld_NoSniperShift(void)
{
	if(CCarCtrl::bCarsGeneratedAroundCamera)
		return TheCamera.GetPosition();
	if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
		return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
	if(FindPlayerVehicle())
		return FindPlayerVehicle()->GetPosition();
	return FindPlayerPed()->GetPosition();
}

float
FindPlayerHeading(void)
{
	if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
		return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
	if(FindPlayerVehicle())
		return FindPlayerVehicle()->GetForward().Heading();
	return FindPlayerPed()->GetForward().Heading();
}


void CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
{
	CVehiclePool *pVehiclePool = CPools::GetVehiclePool();
	for (int32 i = 0; i < pVehiclePool->GetSize(); i++) {
		CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
		if (pVehicle) {
			const CVector& position = pVehicle->GetPosition();
			if (position.x >= x1 && position.x <= x2 && 
				position.y >= y1 && position.y <= y2 && 
				position.z >= z1 && position.z <= z2 && 
				!pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
				if (pVehicle->pDriver) {
					CPopulation::RemovePed(pVehicle->pDriver);
					pVehicle->pDriver = nil;
				}
				for (int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
					if (pVehicle->pPassengers[j]) {
						CPopulation::RemovePed(pVehicle->pPassengers[j]);
						pVehicle->pPassengers[j] = nil;
						--pVehicle->m_nNumPassengers;
					}
				}
				CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
				CWorld::Remove(pVehicle);
				delete pVehicle;
			}
		}
	}
}

void 
CWorld::ClearPedsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
{
	CPedPool* pPedPool = CPools::GetPedPool();
	for (int32 i = 0; i < pPedPool->GetSize(); i++) {
		CPed* pPed = CPools::GetPedPool()->GetSlot(i);
		if (pPed) {
			const CVector& position = pPed->GetPosition();
			if (!pPed->IsPlayer() && pPed->CanBeDeleted() &&
				position.x >= x1 && position.x <= x2 &&
				position.y >= y1 && position.y <= y2 &&
				position.z >= z1 && position.z <= z2) {
				CPopulation::RemovePed(pPed);
			}
		}
	}
}

void 
CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
{
	CWorld::AdvanceCurrentScanCode();
	float fStartX = x1 - 10.0f;
	float fStartY = y1 - 10.0f;
	float fEndX = x2 + 10.0f;
	float fEndY = y2 + 10.0f;
	const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
	const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
	const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
	const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
	for (int32 y = nStartY; y <= nEndY; y++) {
		for (int32 x = nStartX; x <= nEndX; x++) {
			CSector* pSector = CWorld::GetSector(x, y);
			CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES], x1, y1, x2, y2, fStartX, fStartY, fEndX, fEndY);
			CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], x1, y1, x2, y2, fStartX, fStartY, fEndX, fEndY);
			CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS], x1, y1, x2, y2);
			CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], x1, y1, x2, y2);
		}
	}
}

void 
CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1, float x2, float y2, float fStartX, float fStartY, float fEndX, float fEndY)
{
	CPtrNode* pNode = list.first;
	while (pNode) {
		CVehicle *pVehicle = (CVehicle*)pNode->item;
		if (pVehicle->m_scanCode != CWorld::ms_nCurrentScanCode) {
			pVehicle->m_scanCode = CWorld::ms_nCurrentScanCode;
			const CVector& vehiclePos = pVehicle->m_matrix.GetPosition();
			eCarMission carMission = pVehicle->AutoPilot.m_nCarMission;
			if (pVehicle != FindPlayerVehicle() &&
				vehiclePos.x > fStartX && vehiclePos.x < fEndX && 
				vehiclePos.y > fStartY && vehiclePos.y < fEndY && 
				pVehicle->bIsLawEnforcer && 
				(carMission == MISSION_RAMPLAYER_FARAWAY || carMission == MISSION_RAMPLAYER_CLOSE ||
				carMission == MISSION_BLOCKPLAYER_FARAWAY || carMission == MISSION_BLOCKPLAYER_CLOSE)
				) {
					pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
					CColModel* pColModel = pVehicle->GetColModel();
					bool bInsideSphere = false;
					for (int32 i = 0; i < pColModel->numSpheres; i++) {
						CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
						float fRadius = pColModel->spheres[i].radius;
						if (pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 && pos.y - fRadius < y2)
							bInsideSphere = true;
						// Maybe break the loop when bInsideSphere is set to true?
					}
					if (bInsideSphere) {
						if (pVehicle->m_matrix.GetPosition().x <= (x1 + x2) * 0.5f)
							pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f);
						else
							pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f);
						if (pVehicle->m_matrix.GetPosition().y <= (y1 + y2) * 0.5f)
							pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f);
						else
							pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f);
					}
				}
			}
		pNode = pNode->next;
	}
}

void 
CWorld::CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2)
{
	CPtrNode* pNode = list.first;
	while (pNode) {
		CPed* pPed = (CPed*)pNode->item;
		const CVector& pedPos = pPed->GetPosition();
		if (pPed->m_scanCode != CWorld::ms_nCurrentScanCode)
		{
			pPed->m_scanCode = CWorld::ms_nCurrentScanCode;
			if (pPed != FindPlayerPed() && pPed->m_leader != FindPlayerPed() && 
				pedPos.x > x1 && pedPos.x < x2 && 
				pedPos.y > y1 && pedPos.y < y2 &&
				(pPed->m_pedInObjective == FindPlayerPed() || pPed->m_carInObjective && pPed->m_carInObjective == FindPlayerVehicle()) &&
				pPed->m_nPedState != PED_DEAD && pPed->m_nPedState != PED_DIE &&
				(pPed->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || 
					pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER ||
					pPed->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)) {
				if (pPed->IsPedInControl()) {
					if (pPed->m_nPedType == PEDTYPE_COP)
						((CCopPed*)pPed)->ClearPursuit();
					else
						pPed->SetIdle();
					pPed->SetObjective(OBJECTIVE_NONE);
				}
				else {
					pPed->m_prevObjective = OBJECTIVE_NONE;
					pPed->m_nLastPedState = PED_IDLE;
				}
			}
		}
	}
}

void
CWorld::RemoveEntityInsteadOfProcessingIt(CEntity* ent)
{
	if (ent->IsPed()) {
		if (FindPlayerPed() == ent)
			Remove(ent);
		else
			CPopulation::RemovePed((CPed*)ent);
	} else {
		Remove(ent);
		delete ent;
	}
}

void
CWorld::RemoveFallenPeds(void)
{
	int poolSize = CPools::GetPedPool()->GetSize();
	for(int poolIndex = poolSize-1; poolIndex >= 0; poolIndex--) {
		CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
		if (ped) {
			if (ped->GetPosition().z < MAP_Z_LOW_LIMIT) {
				if (ped->CharCreatedBy != RANDOM_CHAR || ped->IsPlayer()) {
					int closestNode = ThePaths.FindNodeClosestToCoors(ped->GetPosition(), PATH_PED, 999999.9f, false, false);
					CVector newPos = ThePaths.m_pathNodes[closestNode].pos;
					newPos.z += 2.0f;
					ped->Teleport(newPos);
					ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
				} else {
					CPopulation::RemovePed(ped);
				}
			}
		}
	}
}

void
CWorld::RemoveFallenCars(void)
{
	int poolSize = CPools::GetVehiclePool()->GetSize();
	for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
		CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
		if (veh) {
			if (veh->GetPosition().z < MAP_Z_LOW_LIMIT) {
				if (veh->VehicleCreatedBy == MISSION_VEHICLE || veh == FindPlayerVehicle() || (veh->pDriver && veh->pDriver->IsPlayer())) {
					int closestNode = ThePaths.FindNodeClosestToCoors(veh->GetPosition(), PATH_CAR, 999999.9f, false, false);
					CVector newPos = ThePaths.m_pathNodes[closestNode].pos;
					newPos.z += 3.0f;
					veh->Teleport(newPos);
					veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
				} else if (veh->VehicleCreatedBy == RANDOM_VEHICLE || veh->VehicleCreatedBy == PARKED_VEHICLE) {
					Remove(veh);
					delete veh;
				}
			}
		}
	}
}

void
CWorld::StopAllLawEnforcersInTheirTracks(void)
{
	int poolSize = CPools::GetVehiclePool()->GetSize();
	for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
		CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
		if (veh) {
			if (veh->bIsLawEnforcer)
				veh->SetMoveSpeed(0.0f, 0.0f, 0.0f);
		}
	}
}

void
CWorld::SetAllCarsCanBeDamaged(bool toggle)
{
	int poolSize = CPools::GetVehiclePool()->GetSize();
	for (int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
		CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
		if (veh)
			veh->bCanBeDamaged = toggle;
	}
}

void
CWorld::ExtinguishAllCarFiresInArea(CVector point, float range)
{
	int poolSize = CPools::GetVehiclePool()->GetSize();
	for (int poolIndex = 0; poolIndex < poolSize; poolIndex++) {
		CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
		if (veh) {
			if ((point - veh->GetPosition()).MagnitudeSqr() < sq(range))
				veh->ExtinguishCarFire();
		}
	}
}

void 
CWorld::AddParticles(void) 
{
	for (int32 y = 0; y < NUMSECTORS_Y; y++) {
		for (int32 x = 0; x < NUMSECTORS_X; x++) {
			CSector* pSector = GetSector(x, y);
			CEntity::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_BUILDINGS]);
			CEntity::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_DUMMIES]);
		}
	}
}

void 
CWorld::ShutDown(void)
{
	for (int32 y = 0; y < NUMSECTORS_Y; y++) {
		for (int32 x = 0; x < NUMSECTORS_X; x++) {
			CSector *pSector = GetSector(x, y);
			CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first;
			while (pNode) {
				CEntity* pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
			pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first;
			while (pNode) {
				CEntity* pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
			pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
			while (pNode) {
				CEntity* pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
			pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
			while (pNode) {
				CEntity* pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
			pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
			while (pNode) {
				CEntity* pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
			pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
			pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
			pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
			pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
		}
	}
	for (int32 i = 0; i < 4; i ++) {
		CPtrNode* pNode = GetBigBuildingList((eLevelName)i).first;
		while (pNode) {
			CEntity* pEntity = (CEntity*)pNode->item;
			if (pEntity) {
				// Maybe remove from world here?
				delete pEntity;
			}
			pNode = pNode->next;
		}
		GetBigBuildingList((eLevelName)i).Flush();
	}
	for (int32 y = 0; y < NUMSECTORS_Y; y++) {
		for (int32 x = 0; x < NUMSECTORS_X; x++) {
			CSector* pSector = GetSector(x, y);
			if (pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
				sprintf(gString, "Building list %d,%d not empty\n", x, y);
				pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
			}
			if (pSector->m_lists[ENTITYLIST_DUMMIES].first) {
				sprintf(gString, "Dummy list %d,%d not empty\n", x, y);
				pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
			}
			if (pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first) {
				sprintf(gString, "Building overlap list %d,%d not empty\n", x, y);
				pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
			}
			if (pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first) {
				sprintf(gString, "Vehicle overlap list %d,%d not empty\n", x, y);
				pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].Flush();
			}
			if (pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].first) {
				sprintf(gString, "Ped overlap list %d,%d not empty\n", x, y);
				pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].Flush();
			}
			if (pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].first) {
				sprintf(gString, "Object overlap list %d,%d not empty\n", x, y);
				pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].Flush();
			}
			if (pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first) {
				sprintf(gString, "Dummy overlap list %d,%d not empty\n", x, y);
				pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
			}
		}
	}
	ms_listMovingEntityPtrs.Flush();
}

void 
CWorld::ClearForRestart(void) 
{
	if (CCutsceneMgr::HasLoaded())
		CCutsceneMgr::DeleteCutsceneData();
	CProjectileInfo::RemoveAllProjectiles();
	CObject::DeleteAllTempObjects();
	CObject::DeleteAllMissionObjects();
	CPopulation::ConvertAllObjectsToDummyObjects();
	for (int32 y = 0; y < NUMSECTORS_Y; y++) {
		for (int32 x = 0; x < NUMSECTORS_X; x++) {
			CSector *pSector = GetSector(x, y);
			CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
			while (pNode) {
				CEntity *pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
			pNode = GetBigBuildingList(LEVEL_NONE).first;
			while (pNode) {
				CVehicle *pVehicle = (CVehicle*)pNode->item;
				if (pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
					CWorld::Remove(pVehicle);
					delete pVehicle;
				}
				pNode = pNode->next;
			}
			pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first;
			while (pNode) {
				CEntity* pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
		}
	}
	CPools::CheckPoolsEmpty();
}

void 
CWorld::RepositionCertainDynamicObjects() 
{ 
	int32 i = CPools::GetDummyPool()->GetSize();
	while (--i >= 0) {
		CDummy* dummy = CPools::GetDummyPool()->GetSlot(i);
		if (dummy) {
			RepositionOneObject(dummy);
		}
	}
}

void
CWorld::RepositionOneObject(CEntity* pEntity)
{
	int16 modelId = pEntity->m_modelIndex;
	if (modelId == MI_SINGLESTREETLIGHTS1
		|| modelId == MI_SINGLESTREETLIGHTS2
		|| modelId == MI_SINGLESTREETLIGHTS3
		|| modelId == MI_DOUBLESTREETLIGHTS
		|| modelId == MI_TREE1
		|| modelId == MI_TREE2
		|| modelId == MI_TREE3
		|| modelId == MI_TREE4
		|| modelId == MI_TREE5
		|| modelId == MI_TREE6
		|| modelId == MI_TREE7
		|| modelId == MI_TREE8
		|| modelId == MI_TREE9
		|| modelId == MI_TREE10
		|| modelId == MI_TREE11
		|| modelId == MI_TREE12
		|| modelId == MI_TREE13
		|| modelId == MI_TREE14
		|| modelId == MI_TRAFFICLIGHTS
		|| modelId == MI_PARKINGMETER
		|| modelId == MI_PHONEBOOTH1
		|| modelId == MI_WASTEBIN
		|| modelId == MI_BIN
		|| modelId == MI_POSTBOX1
		|| modelId == MI_NEWSSTAND
		|| modelId == MI_TRAFFICCONE
		|| modelId == MI_DUMP1
		|| modelId == MI_ROADWORKBARRIER1
		|| modelId == MI_BUSSIGN1
		|| modelId == MI_NOPARKINGSIGN1
		|| modelId == MI_PHONESIGN
		|| modelId == MI_TAXISIGN
		|| modelId == MI_FISHSTALL01
		|| modelId == MI_FISHSTALL02
		|| modelId == MI_FISHSTALL03
		|| modelId == MI_FISHSTALL04
		|| modelId == MI_BAGELSTAND2
		|| modelId == MI_FIRE_HYDRANT
		|| modelId == MI_BOLLARDLIGHT
		|| modelId == MI_PARKTABLE) {
		CVector& position = pEntity->m_matrix.GetPosition();
		float fBoundingBoxMinZ = pEntity->GetColModel()->boundingBox.min.z;
		position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, nil) - fBoundingBoxMinZ;
		pEntity->m_matrix.UpdateRW();
		pEntity->UpdateRwFrame();
	} else if (modelId == MI_BUOY) {
		float fWaterLevel = 0.0f;
		bool bFound = true;
		const CVector& position = pEntity->m_matrix.GetPosition();
		float fGroundZ = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &bFound);
		if (CWaterLevel::GetWaterLevelNoWaves(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &fWaterLevel)) {
			if (!bFound || fWaterLevel > fGroundZ) {
				CColModel* pColModel = pEntity->GetColModel();
				float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z;
				pEntity->m_matrix.GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
			}
		}
	}
}

void
CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
{
	int poolSize = CPools::GetVehiclePool()->GetSize();
	for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
		CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
		if (veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
			if (Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius && Abs(veh->GetPosition().y - y) < radius)
					gFireManager.StartFire(veh, reason, 0.8f, true);
		}
	}
}

void 
CWorld::SetPedsOnFire(float x, float y, float z, float radius, CEntity* reason)
{
	int32 poolSize = CPools::GetPedPool()->GetSize();
	for (int32 i = poolSize - 1; i >= 0; i--) {
		CPed* pPed = CPools::GetPedPool()->GetSlot(i);
		if (pPed && pPed->m_nPedState != PED_DEAD && !pPed->bInVehicle && !pPed->m_pFire && !pPed->bFireProof) {
			if (Abs(pPed->GetPosition().z - z) < 5.0f && Abs(pPed->GetPosition().x - x) < radius && Abs(pPed->GetPosition().y - y) < radius)
				gFireManager.StartFire(pPed, reason, 0.8f, true);
		}
	}
}

void 
CWorld::RemoveStaticObjects() 
{
	for (int32 y = 0; y < NUMSECTORS_Y; y++) {
		for (int32 x = 0; x < NUMSECTORS_X; x++) {
			CSector* pSector = GetSector(x, y);
			CPtrNode* pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first;
			while (pNode) {
				CEntity* pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
			pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
			while (pNode) {
				CEntity* pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
			pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
			while (pNode) {
				CEntity* pEntity = (CEntity*)pNode->item;
				if (pEntity) {
					CWorld::Remove(pEntity);
					delete pEntity;
				}
				pNode = pNode->next;
			}
			pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
			pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
			pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
			pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
		}
	}
}

void
CWorld::Process(void)
{
	if (!(CTimer::GetFrameCounter() & 63))
		CReferences::PruneAllReferencesInWorld();

	if (bProcessCutsceneOnly) {
		for (int i = 0; i < NUMCUTSCENEOBJECTS; i++) {
			CCutsceneObject *csObj = CCutsceneMgr::GetCutsceneObject(i);
			if (csObj && csObj->m_entryInfoList.first) {
				if (csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP
					&& RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
					RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), 0.02f * (csObj->m_type == ENTITY_TYPE_OBJECT ? CTimer::GetTimeStepNonClipped() : CTimer::GetTimeStep()));
				}
				csObj->ProcessControl();
				csObj->ProcessCollision();
				csObj->GetMatrix().UpdateRW();
				csObj->UpdateRwFrame();
			}
		}
		CRecordDataForChase::ProcessControlCars();
		CRecordDataForChase::SaveOrRetrieveCarPositions();
	} else {
		for (CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
			CEntity *movingEnt = (CEntity*)node->item;
			if (movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP
				&& RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
				RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), 0.02f * (movingEnt->m_type == ENTITY_TYPE_OBJECT ? CTimer::GetTimeStepNonClipped() : CTimer::GetTimeStep()));
			}
		}
		for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
			CPhysical* movingEnt = (CPhysical*)node->item;
			if (movingEnt->bRemoveFromWorld) {
				RemoveEntityInsteadOfProcessingIt(movingEnt);
			} else {
				movingEnt->ProcessControl();
				if (movingEnt->bIsStatic) {
					movingEnt->RemoveFromMovingList();
				}
			}
		}
		bForceProcessControl = true;
		for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
			CPhysical* movingEnt = (CPhysical*)node->item;
			if (movingEnt->bWasPostponed) {
				if (movingEnt->bRemoveFromWorld) {
					RemoveEntityInsteadOfProcessingIt(movingEnt);
				} else {
					movingEnt->ProcessControl();
					if (movingEnt->bIsStatic) {
						movingEnt->RemoveFromMovingList();
					}
				}
			}
		}
		bForceProcessControl = false;
		if (CReplay::IsPlayingBack()) {
			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
				CEntity* movingEnt = (CEntity*)node->item;
				movingEnt->bIsInSafePosition = true;
				movingEnt->GetMatrix().UpdateRW();
				movingEnt->UpdateRwFrame();
			}
		} else {
			bNoMoreCollisionTorque = false;
			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
				CEntity* movingEnt = (CEntity*)node->item;
				if (!movingEnt->bIsInSafePosition) {
					movingEnt->ProcessCollision();
					movingEnt->GetMatrix().UpdateRW();
					movingEnt->UpdateRwFrame();
				}
			}
			bNoMoreCollisionTorque = true;
			for (int i = 0; i < 4; i++) {
				for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
					CEntity* movingEnt = (CEntity*)node->item;
					if (!movingEnt->bIsInSafePosition) {
						movingEnt->ProcessCollision();
						movingEnt->GetMatrix().UpdateRW();
						movingEnt->UpdateRwFrame();
					}
				}
			}
			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
				CEntity* movingEnt = (CEntity*)node->item;
				if (!movingEnt->bIsInSafePosition) {
					movingEnt->bIsStuck = true;
					movingEnt->ProcessCollision();
					movingEnt->GetMatrix().UpdateRW();
					movingEnt->UpdateRwFrame();
					if (!movingEnt->bIsInSafePosition) {
						movingEnt->bIsStuck = true;
					}
				}
			}
			bSecondShift = false;
			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
				CEntity* movingEnt = (CEntity*)node->item;
				if (!movingEnt->bIsInSafePosition) {
					movingEnt->ProcessShift();
					movingEnt->GetMatrix().UpdateRW();
					movingEnt->UpdateRwFrame();
					if (!movingEnt->bIsInSafePosition) {
						movingEnt->bIsStuck = true;
					}
				}
			}
			bSecondShift = true;
			for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
				CPhysical* movingEnt = (CPhysical*)node->item;
				if (!movingEnt->bIsInSafePosition) {
					movingEnt->ProcessShift();
					movingEnt->GetMatrix().UpdateRW();
					movingEnt->UpdateRwFrame();
					if (!movingEnt->bIsInSafePosition) {
						movingEnt->bIsStuck = true;
						if (movingEnt->m_status == STATUS_PLAYER) {
							printf("STUCK: Final Step: Player Entity %d Is Stuck\n", movingEnt->m_modelIndex);
							movingEnt->m_vecMoveSpeed *= 0.3f;
							movingEnt->ApplyMoveSpeed();
							movingEnt->ApplyTurnSpeed();
						}
					}
				}
			}
		}
		for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
			CPed* movingPed = (CPed*)node->item;
			if (movingPed->IsPed()) {
				if (movingPed->bInVehicle && movingPed->m_nPedState != PED_EXIT_TRAIN || movingPed->EnteringCar()) {
					CVehicle *movingCar = movingPed->m_pMyVehicle;
					if (movingCar) {
						if (movingCar->IsTrain()) {
							movingPed->SetPedPositionInTrain();
						} else {
							switch (movingPed->m_nPedState) {
								case PED_ENTER_CAR:
								case PED_CARJACK:
									movingPed->EnterCar();
									break;
								case PED_DRAG_FROM_CAR:
									movingPed->BeingDraggedFromCar();
									break;
								case PED_EXIT_CAR:
									movingPed->ExitCar();
									break;
								case PED_ARRESTED:
									if (movingPed->m_nLastPedState == PED_DRAG_FROM_CAR) {
										movingPed->BeingDraggedFromCar();
										break;
									}
									// fall through
								default:
									movingPed->SetPedPositionInCar();
									break;
							}
						}
						movingPed->GetMatrix().UpdateRW();
						movingPed->UpdateRwFrame();
					} else {
						movingPed->bInVehicle = false;
						movingPed->QuitEnteringCar();
					}
				}
			}
		}
		CMessages::Process();
		Players[PlayerInFocus].Process();
		CRecordDataForChase::SaveOrRetrieveCarPositions();
		if ((CTimer::GetFrameCounter() & 7) == 1) {
			RemoveFallenPeds();
		} else if ((CTimer::GetFrameCounter() & 7) == 5) {
			RemoveFallenCars();
		}
	}
}

void 
CWorld::TriggerExplosion(const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer)
{
	CVector2D vecStartPos(position.x - fRadius, position.y - fRadius);
	CVector2D vecEndPos(position.x + fRadius, position.y + fRadius);
	const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
	const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
	const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
	const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
	for (int32 y = nStartY; y <= nEndY; y++) {
		for (int32 x = nStartX; x <= nEndX; x++) {
			CSector* pSector = CWorld::GetSector(x, y);
			CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, fRadius, fPower, pCreator, bProcessVehicleBombTimer);
			CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower, pCreator, bProcessVehicleBombTimer);
			CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, fRadius, fPower, pCreator, bProcessVehicleBombTimer);
		}
	}

}

void
CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer)
{
	CPtrNode* pNode = list.first;
	while (pNode) {
		CPhysical* pEntity = (CPhysical*)pNode->item;
		CVector vecDistance = pEntity->m_matrix.GetPosition() - position;
		float fMagnitude = vecDistance.Magnitude();
		if (fRadius > fMagnitude) {
			CWeapon::BlowUpExplosiveThings(pEntity);
			CPed* pPed = (CPed*)pEntity;
			CObject* pObject = (CObject*)pEntity;
			CVehicle* pVehicle = (CVehicle*)pEntity;
			if (!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
				if (pEntity->bIsStatic) {
					if (pEntity->IsObject()) {
						if (fPower > pObject->m_fUprootLimit || IsFence(pObject->m_modelIndex)) {
							if (IsGlass(pObject->m_modelIndex)) {
								CGlass::WindowRespondsToExplosion(pObject, position);
							} else {
								pObject->bIsStatic = false;
								pObject->AddToMovingList();
								int16 modelId = pEntity->m_modelIndex;
								if (modelId != MI_FIRE_HYDRANT || pObject->bHasBeenDamaged) {
									if (pEntity->IsObject() && modelId != MI_EXPLODINGBARREL && modelId != MI_PETROLPUMP)
										pObject->bHasBeenDamaged = true;
								} else {
									CVector pos = pEntity->m_matrix.GetPosition();
									pos.z -= 0.5f;
									CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, pos, true);
									pObject->bHasBeenDamaged = true;
								}
							}
						}
						if (pEntity->bIsStatic) {
							float fDamageMultiplier = (fRadius - fMagnitude) * 2.0f / fRadius;
							float fDamage = 300.0f * min(fDamageMultiplier, 1.0f);
							pObject->ObjectDamage(fDamage);
						}
					} else {
						pEntity->bIsStatic = false;
						pEntity->AddToMovingList();
					}
				}
				if (!pEntity->bIsStatic) {
					float fDamageMultiplier = min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f);
					CVector vecForceDir = vecDistance * (fPower * pEntity->m_fMass * 0.00071429f * fDamageMultiplier / max(fMagnitude, 0.01f));
					vecForceDir.z = max(vecForceDir.z, 0.0f);
					if (pEntity == FindPlayerPed())
						vecForceDir.z = min(vecForceDir.z, 1.0f);
					pEntity->ApplyMoveForce(vecForceDir);
					if (!pEntity->bPedPhysics) {
						float fBoundRadius = pEntity->GetBoundRadius();
						float fDistanceZ = position.z - pEntity->m_matrix.GetPosition().z;
						float fPointZ = fBoundRadius;
						if (max(fDistanceZ, -fBoundRadius) < fBoundRadius)
						{
							if (fDistanceZ <= -fBoundRadius)
								fPointZ = -fBoundRadius;
							else
								fPointZ = fDistanceZ;
						}
						pEntity->ApplyTurnForce(vecForceDir.x, vecForceDir.y, vecForceDir.z, 0.0f, 0.0f, fPointZ);
					}
					switch (pEntity->m_type)
					{
					case ENTITY_TYPE_VEHICLE:
						if (pEntity->m_status == STATUS_SIMPLE)  {
							pEntity->m_status = STATUS_PHYSICS;
							CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
						}
						pVehicle->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION, 1100.0f * fDamageMultiplier);
						if (bProcessVehicleBombTimer) {
							if (pVehicle->m_nBombTimer)
								pVehicle->m_nBombTimer /= 10;
						}
						break;
					case ENTITY_TYPE_PED: {
						int8 direction = pPed->GetLocalDirection(-vecForceDir);
						pPed->bIsStanding = false;
						pPed->ApplyMoveForce(0.0, 0.0, 2.0f);
						float fDamage = 250.0f * fDamageMultiplier;
						pPed->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION, fDamage, PEDPIECE_TORSO, direction);
						if (pPed->m_nPedState!= PED_DIE)
							pPed->SetFall(2000, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
						if (pCreator && pCreator->IsPed()) {
							eEventType eventType = EVENT_SHOOT_PED;
							if (pPed->m_nPedType == PEDTYPE_COP)
								eventType = EVENT_SHOOT_COP;
							CEventList::RegisterEvent(eventType, EVENT_ENTITY_PED, pEntity, (CPed*)pCreator, 10000);
							pPed->RegisterThreatWithGangPeds(pCreator);
						}
						break;
					}
					case ENTITY_TYPE_OBJECT:
						pObject->ObjectDamage(300.0f * fDamageMultiplier);
						break;
					}
				}
			}
		}
		pNode = pNode->next;
	}
}

void 
CWorld::UseDetonator(CEntity* pEntity)
{
	int32 i = CPools::GetVehiclePool()->GetSize();
	while (--i >= 0) {
		CAutomobile* pVehicle = (CAutomobile*)CPools::GetVehiclePool()->GetSlot(i);
		if (pVehicle && !pVehicle->m_vehType && pVehicle->m_bombType == CARBOMB_REMOTE && pVehicle->m_pBombRigger == pEntity) {
			pVehicle->m_bombType = CARBOMB_NONE;
			pVehicle->m_nBombTimer = 500;
			pVehicle->m_pBlowUpEntity = pVehicle->m_pBombRigger;
			if (pVehicle->m_pBlowUpEntity)
				pVehicle->m_pBlowUpEntity->RegisterReference(&pVehicle->m_pBlowUpEntity);
		}
	}
}

STARTPATCHES
	InjectHook(0x4AE930, CWorld::Add, PATCH_JUMP);
	InjectHook(0x4AE9D0, CWorld::Remove, PATCH_JUMP);
	InjectHook(0x4B1F60, CWorld::ClearScanCodes, PATCH_JUMP);
	InjectHook(0x4AF970, CWorld::ProcessLineOfSight, PATCH_JUMP);
	InjectHook(0x4B0A80, CWorld::ProcessLineOfSightSector, PATCH_JUMP);
	InjectHook(0x4B0C70, CWorld::ProcessLineOfSightSectorList, PATCH_JUMP);
	InjectHook(0x4B0DE0, CWorld::ProcessVerticalLine, PATCH_JUMP);
	InjectHook(0x4B0EF0, CWorld::ProcessVerticalLineSector, PATCH_JUMP);
	InjectHook(0x4B1090, CWorld::ProcessVerticalLineSectorList, PATCH_JUMP);
	InjectHook(0x4AEAA0, CWorld::GetIsLineOfSightClear, PATCH_JUMP);
	InjectHook(0x4B2000, CWorld::GetIsLineOfSightSectorClear, PATCH_JUMP);
	InjectHook(0x4B2160, CWorld::GetIsLineOfSightSectorListClear, PATCH_JUMP);

	InjectHook(0x4B2200, CWorld::FindObjectsInRange, PATCH_JUMP);
	InjectHook(0x4B2540, CWorld::FindObjectsInRangeSectorList, PATCH_JUMP);
	InjectHook(0x4B4AC0, CWorld::TestSphereAgainstSectorList, PATCH_JUMP);
	InjectHook(0x4B4710, CWorld::TestSphereAgainstWorld, PATCH_JUMP);
	InjectHook(0x4B3A80, CWorld::FindGroundZForCoord, PATCH_JUMP);
	InjectHook(0x4B3AE0, CWorld::FindGroundZFor3DCoord, PATCH_JUMP);
	InjectHook(0x4B3B50, CWorld::FindRoofZFor3DCoord, PATCH_JUMP);

	InjectHook(0x4B5BC0, CWorld::StopAllLawEnforcersInTheirTracks, PATCH_JUMP);
	InjectHook(0x4B53F0, CWorld::SetAllCarsCanBeDamaged, PATCH_JUMP);
	InjectHook(0x4B5460, CWorld::ExtinguishAllCarFiresInArea, PATCH_JUMP);

	InjectHook(0x4B1A60, CWorld::Process, PATCH_JUMP);
ENDPATCHES