mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-25 17:21:49 +01:00
Merge branch 'miami' of github.com:GTAmodding/re3 into miami
This commit is contained in:
commit
f251803f55
@ -2583,6 +2583,48 @@ CPed::ProcessControl(void)
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if (m_nWaitState != WAITSTATE_FALSE)
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if (m_nWaitState != WAITSTATE_FALSE)
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Wait();
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Wait();
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#ifdef CANCELLABLE_CAR_ENTER
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static bool cancelJack = false;
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if (IsPlayer()) {
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if (EnteringCar() && m_pVehicleAnim) {
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CPad *pad = CPad::GetPad(0);
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if (!pad->ArePlayerControlsDisabled()) {
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int vehAnim = m_pVehicleAnim->animId;
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int16 padWalkX = pad->GetPedWalkLeftRight();
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int16 padWalkY = pad->GetPedWalkUpDown();
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if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
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if (vehAnim == ANIM_CAR_OPEN_LHS || vehAnim == ANIM_CAR_OPEN_RHS || vehAnim == ANIM_COACH_OPEN_L || vehAnim == ANIM_COACH_OPEN_R ||
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vehAnim == ANIM_VAN_OPEN_L || vehAnim == ANIM_VAN_OPEN) {
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if (!m_pMyVehicle->pDriver) {
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cancelJack = false;
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bCancelEnteringCar = true;
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} else
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cancelJack = true;
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} else if (vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f) {
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cancelJack = true;
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} else if (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS) {
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bCancelEnteringCar = true;
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cancelJack = false;
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}
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}
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if (cancelJack && vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f && m_pVehicleAnim->GetTimeLeft() < 0.78f) {
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cancelJack = false;
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QuitEnteringCar();
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RestorePreviousObjective();
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}
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if (cancelJack && (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS)) {
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cancelJack = false;
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bCancelEnteringCar = true;
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}
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}
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} else
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cancelJack = false;
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}
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#endif
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switch (m_nPedState) {
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switch (m_nPedState) {
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case PED_IDLE:
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case PED_IDLE:
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Idle();
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Idle();
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@ -2604,46 +2646,6 @@ CPed::ProcessControl(void)
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case PED_ENTER_CAR:
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case PED_ENTER_CAR:
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case PED_CARJACK:
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case PED_CARJACK:
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{
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{
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#ifdef CANCELLABLE_CAR_ENTER
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if (!IsPlayer() || !m_pVehicleAnim)
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break;
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CPad *pad = CPad::GetPad(0);
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if (pad->ArePlayerControlsDisabled())
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break;
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int vehAnim = m_pVehicleAnim->animId;
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static bool cancelJack = false;
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int16 padWalkX = pad->GetPedWalkLeftRight();
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int16 padWalkY = pad->GetPedWalkUpDown();
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if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
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if (vehAnim == ANIM_CAR_OPEN_LHS || vehAnim == ANIM_CAR_OPEN_RHS || vehAnim == ANIM_COACH_OPEN_L || vehAnim == ANIM_COACH_OPEN_R ||
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vehAnim == ANIM_VAN_OPEN_L || vehAnim == ANIM_VAN_OPEN) {
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if (!m_pMyVehicle->pDriver) {
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cancelJack = false;
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bCancelEnteringCar = true;
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} else
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cancelJack = true;
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} else if (vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f) {
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cancelJack = true;
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} else if (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS) {
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bCancelEnteringCar = true;
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cancelJack = false;
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}
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}
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if (cancelJack && vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f && m_pVehicleAnim->GetTimeLeft() < 0.78f) {
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cancelJack = false;
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QuitEnteringCar();
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RestorePreviousObjective();
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}
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if (cancelJack && (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS)) {
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cancelJack = false;
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bCancelEnteringCar = true;
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}
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#endif
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break;
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break;
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}
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}
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case PED_FLEE_POS:
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case PED_FLEE_POS:
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@ -5899,17 +5899,21 @@ CPed::Duck(void)
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ClearDuck();
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ClearDuck();
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else if (bIsDucking && bCrouchWhenShooting) {
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else if (bIsDucking && bCrouchWhenShooting) {
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CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
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CAnimBlendAssociation *crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
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if (!attackAssoc) {
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if (!crouchAnim) {
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if(GetCrouchFireAnim(weapon))
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if(GetCrouchFireAnim(weapon))
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attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
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crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
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}
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}
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if (!attackAssoc) {
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if (!crouchAnim) {
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if(GetCrouchReloadAnim(weapon))
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if(GetCrouchReloadAnim(weapon))
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attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
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crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
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}
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}
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if (!attackAssoc) {
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if (!crouchAnim) {
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bIsDucking = false;
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bIsDucking = false;
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#if defined FIX_BUGS || defined FREE_CAM
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if (IsPlayer())
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bCrouchWhenShooting = false;
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#endif
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}
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}
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}
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}
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}
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}
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@ -1331,7 +1331,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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#ifdef FREE_CAM
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#ifdef FREE_CAM
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static int8 changedHeadingRate = 0;
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static int8 changedHeadingRate = 0;
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static int8 pointedGun = 0;
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if (changedHeadingRate == 2) changedHeadingRate = 1;
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if (changedHeadingRate == 2) changedHeadingRate = 1;
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if (pointedGun == 2) pointedGun = 1;
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// Rotate player/arm when shooting. We don't have auto-rotation anymore
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// Rotate player/arm when shooting. We don't have auto-rotation anymore
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if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
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if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
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@ -1346,14 +1348,14 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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// On this one we can rotate arm.
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// On this one we can rotate arm.
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if (CAN_AIM_WITH_ARM) {
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if (CAN_AIM_WITH_ARM) {
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if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
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if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
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SetWeaponLockOnTarget(nil);
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SetPointGunAt(nil);
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bIsPointingGunAt = false; // to not stop after attack
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bIsPointingGunAt = false; // to not stop after attack
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}
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}
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pointedGun = 2;
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SetLookFlag(limitedCam, true);
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SetLookFlag(limitedCam, true);
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SetAimFlag(limitedCam);
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SetAimFlag(limitedCam);
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SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
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SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
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} else {
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} else {
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m_fRotationDest = limitedCam;
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m_fRotationDest = limitedCam;
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changedHeadingRate = 2;
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changedHeadingRate = 2;
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@ -1373,8 +1375,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
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m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
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}
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}
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}
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}
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} else if (CAN_AIM_WITH_ARM && m_nPedState != PED_ATTACK)
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}
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ClearPointGunAt();
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}
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}
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#undef CAN_AIM_WITH_ARM
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#undef CAN_AIM_WITH_ARM
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}
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}
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@ -1382,6 +1383,10 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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changedHeadingRate = 0;
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changedHeadingRate = 0;
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RestoreHeadingRate();
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RestoreHeadingRate();
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}
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}
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if (pointedGun == 1 && m_nPedState != PED_ATTACK) {
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pointedGun = 0;
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ClearPointGunAt();
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}
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#endif
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#endif
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if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) {
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if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) {
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