@@ -3734,6 +3734,9 @@ void CClientGame::StaticGameEntityRenderHandler(CEntitySAInterface* pGameEntity)
37343734 case CCLIENTOBJECT:
37353735 iTypeMask = TYPE_MASK_OBJECT;
37363736 break ;
3737+ case CCLIENTBUILDING:
3738+ iTypeMask = TYPE_MASK_WORLD;
3739+ break ;
37373740 default :
37383741 iTypeMask = TYPE_MASK_OTHER;
37393742 break ;
@@ -4368,7 +4371,7 @@ bool CClientGame::ApplyPedDamageFromGame(eWeaponType weaponUsed, float fDamage,
43684371{
43694372 float fPreviousHealth = pDamagedPed->m_fHealth ;
43704373 float fCurrentHealth = pDamagedPed->GetGamePlayer ()->GetHealth ();
4371- float fPreviousArmor = pDamagedPed->m_fArmor ;
4374+ float fPreviousArmor = pDamagedPed->m_armor ;
43724375 float fCurrentArmor = pDamagedPed->GetGamePlayer ()->GetArmor ();
43734376
43744377 // Have we taken any damage here?
@@ -4404,7 +4407,7 @@ bool CClientGame::ApplyPedDamageFromGame(eWeaponType weaponUsed, float fDamage,
44044407 {
44054408 // Reget values in case they have been changed during onClientPlayerDamage event (Avoid AC#1 kick)
44064409 fPreviousHealth = pDamagedPed->m_fHealth ;
4407- fPreviousArmor = pDamagedPed->m_fArmor ;
4410+ fPreviousArmor = pDamagedPed->m_armor ;
44084411 }
44094412 pDamagedPed->GetGamePlayer ()->SetHealth (fPreviousHealth );
44104413 pDamagedPed->GetGamePlayer ()->SetArmor (fPreviousArmor );
@@ -4450,7 +4453,7 @@ bool CClientGame::ApplyPedDamageFromGame(eWeaponType weaponUsed, float fDamage,
44504453
44514454 // Update our stored health/armor
44524455 pDamagedPed->m_fHealth = fCurrentHealth ;
4453- pDamagedPed->m_fArmor = fCurrentArmor ;
4456+ pDamagedPed->m_armor = fCurrentArmor ;
44544457
44554458 ElementID damagerID = INVALID_ELEMENT_ID;
44564459 if (pInflictingEntity && !pInflictingEntity->IsLocalEntity ())
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