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CBike done
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@ -387,7 +387,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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}
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bool
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CWeapon::FireFromCar(CVehicle *shooter, bool left)
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CWeapon::FireFromCar(CVehicle *shooter, bool left, bool right)
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{
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ASSERT(shooter!=nil);
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@ -397,7 +397,7 @@ CWeapon::FireFromCar(CVehicle *shooter, bool left)
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if ( m_nAmmoInClip <= 0 )
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return false;
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if ( FireInstantHitFromCar(shooter, left) )
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if ( FireInstantHitFromCar(shooter, left, right) )
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{
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DMAudio.PlayOneShot(shooter->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
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@ -2021,8 +2021,9 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
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}
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bool
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CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left)
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CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right)
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{
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// TODO(MIAMI): bikes
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CWeaponInfo *info = GetInfo();
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CVehicleModelInfo *modelInfo = shooter->GetModelInfo();
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@ -37,7 +37,7 @@ public:
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void Shutdown();
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bool Fire (CEntity *shooter, CVector *fireSource);
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bool FireFromCar (CVehicle *shooter, bool left);
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bool FireFromCar (CVehicle *shooter, bool left, bool right);
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bool FireMelee (CEntity *shooter, CVector &fireSource);
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bool FireInstantHit(CEntity *shooter, CVector *fireSource);
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@ -52,7 +52,7 @@ public:
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bool FireAreaEffect (CEntity *shooter, CVector *fireSource);
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bool FireSniper (CEntity *shooter);
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bool FireM16_1stPerson (CEntity *shooter);
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bool FireInstantHitFromCar(CVehicle *shooter, bool left);
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bool FireInstantHitFromCar(CVehicle *shooter, bool left, bool right);
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static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
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static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
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