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Automobile Nodes Enum Fix #18

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Changes enum eCarNodes to start at 0 so that NUM_CAR_NODES is correct. Since the enum started at 1, NUM_CAR_NODES was 1 greater than it should be.
Lead to errors when running this line in Automobile.cpp
CAutomobile::SetupModelNodes(void)
{
int i;
for(i = 0; i < NUM_CAR_NODES; i++)
m_aCarNodes[i] = nil;
CClumpModelInfo::FillFrameArray(GetClump(), m_aCarNodes);
}

As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are completely reversed code from original binaries.

We don't accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.

We accept only these kinds of PRs;

  • A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation)
  • Game, UI or UX bug fixes (if it's a fix to R* code, it should be behind FIX_BUGS)
  • Platform-specific and/or unused code that's not been reversed yet
  • Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
  • A new cross-platform skeleton/compatibility layer, or improvements to them
  • Translation fixes, for languages R* supported/outsourced
  • Code that increase maintainability

Changes enum eCarNodes to start at 0 so that NUM_CAR_NODES is correct
@JacobGlennAyers
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Now it matches what it seen in the gangs.h file:
Screenshot from 2023-11-28 21-52-50

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