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Compatibility with VC weapon.dat + new shotguns
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@ -546,6 +546,8 @@ CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
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m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f;
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}
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// TODO(Miami)
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bool
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CPlayerPed::DoWeaponSmoothSpray(void)
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{
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@ -553,7 +555,7 @@ CPlayerPed::DoWeaponSmoothSpray(void)
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eWeaponType weapon = GetWeapon()->m_eWeaponType;
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if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI ||
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weapon == WEAPONTYPE_TEC9 || weapon == WEAPONTYPE_SILENCED_INGRAM || weapon == WEAPONTYPE_MP5 ||
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weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
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weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_RUGER || weapon == WEAPONTYPE_M4 || weapon == WEAPONTYPE_HELICANNON)
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return true;
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}
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return false;
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@ -574,7 +576,7 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
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if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange)
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return true;
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if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_AK47)
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if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_RUGER)
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return false;
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distVec.Normalise();
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@ -1099,8 +1101,8 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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}
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if (!m_pFire) {
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 ||
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GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47) {
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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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SetStoredState();
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m_nPedState = PED_SNIPER_MODE;
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@ -1261,7 +1263,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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#else
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CVector markPos;
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if (m_pPointGunAt->IsPed()) {
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((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d*)markPos, PED_MID);
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((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d)markPos, PED_MID);
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} else {
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markPos = m_pPointGunAt->GetPosition();
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}
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@ -1514,7 +1516,7 @@ CPlayerPed::ProcessControl(void)
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}
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break;
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case PED_SNIPER_MODE:
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if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
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if (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M4) {
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if (padUsed)
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PlayerControlM16(padUsed);
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} else if (padUsed) {
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