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Try to build with mingw
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@ -182,7 +182,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
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}
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SetCurrentWeapon(weapon);
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GetWeapon()->m_nAmmoInClip = min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
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GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
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if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim))
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ClearWeaponTarget();
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@ -699,7 +699,7 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
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#else
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m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
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#endif
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m_fMoveSpeed = min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed);
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m_fMoveSpeed = Min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed);
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} else {
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m_fMoveSpeed = 0.0f;
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}
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@ -1186,7 +1186,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
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}
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float maxAcc = 0.07f * CTimer::GetTimeStep();
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m_fMoveSpeed = min(padMoveInGameUnit, m_fMoveSpeed + maxAcc);
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m_fMoveSpeed = Min(padMoveInGameUnit, m_fMoveSpeed + maxAcc);
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} else {
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m_fMoveSpeed = 0.0f;
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@ -1406,7 +1406,7 @@ CPlayerPed::ProcessControl(void)
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if (bVehEnterDoorIsBlocked || bKindaStayInSamePlace) {
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m_fMoveSpeed = 0.0f;
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} else {
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m_fMoveSpeed = min(2.0f, 2.0f * (m_vecSeekPos - GetPosition()).Magnitude2D());
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m_fMoveSpeed = Min(2.0f, 2.0f * (m_vecSeekPos - GetPosition()).Magnitude2D());
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}
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if (padUsed && !padUsed->ArePlayerControlsDisabled()) {
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if (padUsed->GetTarget() || padUsed->GetLeftStickXJustDown() || padUsed->GetLeftStickYJustDown() ||
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