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CWeaponEffects(autoaim crosshair) done, CGame done. restored some original R* names
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@ -6,6 +6,7 @@
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#include "Ped.h"
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#include "World.h"
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WRAPPER void CWeapon::ShutdownWeapons(void) { EAXJMP(0x55C2F0); }
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WRAPPER void CWeapon::UpdateWeapons(void) { EAXJMP(0x55C310); }
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WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
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WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
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@ -15,17 +15,19 @@ enum eWeaponType
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WEAPONTYPE_MOLOTOV,
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WEAPONTYPE_GRENADE,
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WEAPONTYPE_DETONATOR,
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WEAPONTYPE_TOTAL_INVENTORY_WEAPONS = 13,
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WEAPONTYPE_HELICANNON = 13,
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WEAPONTYPE_TOTALWEAPONS,
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WEAPONTYPE_HELICANNON,
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WEAPONTYPE_LAST_WEAPONTYPE,
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WEAPONTYPE_ARMOUR,
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WEAPONTYPE_RAMMEDBYCAR,
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WEAPONTYPE_RUNOVERBYCAR,
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WEAPONTYPE_EXPLOSION,
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WEAPONTYPE_UZI_DRIVEBY,
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WEAPONTYPE_WATER,
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WEAPONTYPE_FALL_DAMAGE,
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WEAPONTYPE_DROWNING,
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WEAPONTYPE_FALL,
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WEAPONTYPE_UNIDENTIFIED,
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WEAPONTYPE_TOTALWEAPONS = WEAPONTYPE_LAST_WEAPONTYPE,
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WEAPONTYPE_TOTAL_INVENTORY_WEAPONS = 13,
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};
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enum eWeaponFire {
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@ -63,6 +65,7 @@ public:
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m_bAddRotOffset = false;
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}
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static void ShutdownWeapons(void);
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void Initialise(eWeaponType type, int ammo);
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void Update(int32 audioEntity);
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void Reload(void);
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