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Merge pull request #583 from erorcun/miami
Menu borders and weapon fixes
This commit is contained in:
@ -680,7 +680,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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spentAmmoCheck:
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if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE
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/*&& (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN) */) {
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&& (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN)) {
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if (GetWeapon()->m_nAmmoTotal <= 0) {
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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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@ -1019,8 +1019,8 @@ CPlayerPed::ProcessAnimGroups(void)
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
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groupToSet = ASSOCGRP_ROCKETLEFT;
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else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
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/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/ )
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GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
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groupToSet = ASSOCGRP_CHAINSAWLEFT;
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else
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groupToSet = ASSOCGRP_PLAYERLEFT;
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@ -1028,8 +1028,8 @@ CPlayerPed::ProcessAnimGroups(void)
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
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groupToSet = ASSOCGRP_ROCKETRIGHT;
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else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
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/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
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GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
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groupToSet = ASSOCGRP_CHAINSAWRIGHT;
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else
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groupToSet = ASSOCGRP_PLAYERRIGHT;
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@ -1038,8 +1038,8 @@ CPlayerPed::ProcessAnimGroups(void)
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
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groupToSet = ASSOCGRP_ROCKETBACK;
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else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
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/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
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GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
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groupToSet = ASSOCGRP_CHAINSAWBACK;
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else
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groupToSet = ASSOCGRP_PLAYERBACK;
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@ -1052,16 +1052,15 @@ CPlayerPed::ProcessAnimGroups(void)
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|| GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE)
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groupToSet = ASSOCGRP_PLAYERBBBAT;
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else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER
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/* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/)
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GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
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groupToSet = ASSOCGRP_PLAYERCHAINSAW;
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else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI
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// I hope this was inlined...
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/*
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&& GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON*/ && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9
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// I hope this is a inlined function...
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&& GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9
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&& GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5
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&& GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA
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/* && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA */) {
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&& GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA) {
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if (!GetWeapon()->IsType2Handed()) {
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groupToSet = ASSOCGRP_PLAYER;
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} else {
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@ -1093,7 +1092,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M4 ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_RUGER) {
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if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
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if (padUsed->TargetJustDown()/* || TheCamera.m_bAllow1rstPersonWeaponsCamera */) { // TODO(Miami): Cam
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SetStoredState();
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m_nPedState = PED_SNIPER_MODE;
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#ifdef FREE_CAM
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@ -1240,7 +1239,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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#else
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else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
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#endif
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if (padUsed->TargetJustDown())
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if (padUsed->TargetJustDown()/* || TheCamera.m_bAllow1rstPersonWeaponsCamera */) // TODO(Miami): Cam
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FindWeaponLockOnTarget();
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}
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} else if (m_pPointGunAt) {
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