Fix a bunch of CModelInfo::GetModelInfo->GetColModel calls
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@@ -51,7 +51,7 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
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CEntity* pEntityToAttack = (CEntity*)FindPlayerVehicle();
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if (!pEntityToAttack)
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pEntityToAttack = (CEntity*)FindPlayerPed();
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CColModel* pPoliceColModel = CModelInfo::GetModelInfo(MI_POLICE)->GetColModel();
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CColModel* pPoliceColModel = CModelInfo::GetColModel(MI_POLICE);
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float fRadius = pVehicle->GetBoundRadius() / pPoliceColModel->boundingSphere.radius;
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for (int32 i = 0; i < 2; i++) {
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const int32 roadBlockIndex = i + 2 * roadBlockType;
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@@ -130,7 +130,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
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vehicleId = MI_ENFORCER;
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if (!CStreaming::HasModelLoaded(vehicleId))
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vehicleId = MI_POLICE;
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CColModel *pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel();
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CColModel *pVehicleColModel = CModelInfo::GetColModel(vehicleId);
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float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f;
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int16 radius = (int16)(fMapObjectRadius / fModelRadius);
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if (radius >= 6)
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@@ -152,7 +152,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
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else
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offsetMatrix.GetPosition() = CVector(i * fModelRadius - fOffset, 0.0f, 0.6f);
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CMatrix vehicleMatrix = mapObject->GetMatrix() * offsetMatrix;
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float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
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float fModelRadius = CModelInfo::GetColModel(vehicleId)->boundingSphere.radius - 0.25f;
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int16 colliding = 0;
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CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
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if (!colliding) {
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