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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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VC bits
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@ -20,6 +20,10 @@
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#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
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#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
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#ifdef VC_PED_PORTS
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bool CPlayerPed::bDontAllowWeaponChange;
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#endif
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const uint32 CPlayerPed::nSaveStructSize =
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const uint32 CPlayerPed::nSaveStructSize =
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#ifdef COMPATIBLE_SAVES
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#ifdef COMPATIBLE_SAVES
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1520;
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1520;
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@ -603,7 +607,11 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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if (CDarkel::FrenzyOnGoing())
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if (CDarkel::FrenzyOnGoing())
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goto switchDetectDone;
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goto switchDetectDone;
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#ifdef VC_PED_PORTS
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if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt && !bDontAllowWeaponChange) {
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#else
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if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt) {
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if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt) {
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#endif
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
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@ -619,7 +627,11 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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}
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}
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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}
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}
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#ifdef VC_PED_PORTS
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} else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt && !bDontAllowWeaponChange) {
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#else
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} else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt) {
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} else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt) {
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#endif
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
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@ -857,7 +869,11 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
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// nextTarget = nil; // duplicate
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// nextTarget = nil; // duplicate
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float lastCloseness = -10000.0f;
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float lastCloseness = -10000.0f;
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// CGeneral::GetATanOfXY(GetForward().x, GetForward().y); // unused
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// CGeneral::GetATanOfXY(GetForward().x, GetForward().y); // unused
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#ifdef VC_PED_PORTS
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CVector distVec = previousTarget->GetPosition() - TheCamera.GetPosition();
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#else
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CVector distVec = previousTarget->GetPosition() - GetPosition();
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CVector distVec = previousTarget->GetPosition() - GetPosition();
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#endif
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float referenceBeta = CGeneral::GetATanOfXY(distVec.x, distVec.y);
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float referenceBeta = CGeneral::GetATanOfXY(distVec.x, distVec.y);
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for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) {
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for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) {
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@ -882,6 +898,9 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
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return false;
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return false;
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SetWeaponLockOnTarget(nextTarget);
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SetWeaponLockOnTarget(nextTarget);
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#ifdef VC_PED_PORTS
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bDontAllowWeaponChange = true;
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#endif
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SetPointGunAt(nextTarget);
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SetPointGunAt(nextTarget);
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return true;
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return true;
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}
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}
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@ -927,6 +946,9 @@ CPlayerPed::FindWeaponLockOnTarget(void)
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return false;
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return false;
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SetWeaponLockOnTarget(nextTarget);
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SetWeaponLockOnTarget(nextTarget);
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#ifdef VC_PED_PORTS
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bDontAllowWeaponChange = true;
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#endif
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SetPointGunAt(nextTarget);
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SetPointGunAt(nextTarget);
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return true;
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return true;
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}
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}
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@ -1511,6 +1533,13 @@ CPlayerPed::ProcessControl(void)
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m_bSpeedTimerFlag = false;
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m_bSpeedTimerFlag = false;
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}
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}
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#ifdef VC_PED_PORTS
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if (bDontAllowWeaponChange && FindPlayerPed() == this) {
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if (!CPad::GetPad(0)->GetTarget())
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bDontAllowWeaponChange = false;
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}
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#endif
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#ifdef PED_SKIN
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#ifdef PED_SKIN
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if (!bIsVisible && IsClumpSkinned(GetClump()))
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if (!bIsVisible && IsClumpSkinned(GetClump()))
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UpdateRpHAnim();
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UpdateRpHAnim();
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@ -40,6 +40,9 @@ public:
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CVector m_cachedCamFront;
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CVector m_cachedCamFront;
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CVector m_cachedCamUp;
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CVector m_cachedCamUp;
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#endif
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#endif
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#ifdef VC_PED_PORTS
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static bool bDontAllowWeaponChange;
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#endif
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CPlayerPed();
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CPlayerPed();
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~CPlayerPed();
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~CPlayerPed();
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