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disabling the code that freezes gang members
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@@ -704,12 +704,15 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
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if (i != 0) {
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if (i != 0) {
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// Gang member
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// Gang member
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newPed->SetLeader(gangLeader);
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newPed->SetLeader(gangLeader);
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#ifndef FIX_BUGS
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// seems to be a miami leftover (this code is not on PS2) but gang peds end up just being frozen
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newPed->m_nPedState = PED_UNKNOWN;
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newPed->m_nPedState = PED_UNKNOWN;
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gangLeader->m_nPedState = PED_UNKNOWN;
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gangLeader->m_nPedState = PED_UNKNOWN;
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newPed->m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(
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newPed->m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(
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gangLeader->GetPosition().x, gangLeader->GetPosition().y,
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gangLeader->GetPosition().x, gangLeader->GetPosition().y,
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newPed->GetPosition().x, newPed->GetPosition().y);
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newPed->GetPosition().x, newPed->GetPosition().y);
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newPed->m_fRotationDest = newPed->m_fRotationCur;
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newPed->m_fRotationDest = newPed->m_fRotationCur;
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#endif
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} else {
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} else {
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gangLeader = newPed;
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gangLeader = newPed;
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}
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}
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