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https://github.com/halpz/re3.git
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@ -1228,7 +1228,7 @@ CPed::Attack(void)
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weaponAnimAssoc->SetCurrentTime(0.0f);
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if (IsPlayer()) {
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((CPlayerPed*)this)->field_1376 = 0.0f;
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((CPlayerPed*)this)->m_fAttackButtonCounter = 0.0f;
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((CPlayerPed*)this)->m_bHaveTargetSelected = false;
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}
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}
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@ -796,7 +796,12 @@ public:
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PedState GetPedState(void) { return m_nPedState; }
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void SetPedState(PedState state) { m_nPedState = state; }
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bool Dead(void) { return m_nPedState == PED_DEAD; }
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bool Dying(void) { return m_nPedState == PED_DIE; }
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bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
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bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
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bool Driving(void) { return m_nPedState == PED_DRIVING; }
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bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
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bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; }
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@ -43,8 +43,8 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_fStaminaProgress = 0.0f;
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m_nEvadeAmount = 0;
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field_1367 = 0;
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m_nShotDelay = 0;
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field_1376 = 0.0f;
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m_nHitAnimDelayTimer = 0;
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m_fAttackButtonCounter = 0.0f;
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m_bHaveTargetSelected = false;
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m_bHasLockOnTarget = false;
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m_bCanBeDamaged = true;
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@ -1024,10 +1024,10 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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if (padUsed->WeaponJustDown()) {
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m_bHaveTargetSelected = true;
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} else if (!m_bHaveTargetSelected) {
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field_1376 += CTimer::GetTimeStepNonClipped();
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m_fAttackButtonCounter += CTimer::GetTimeStepNonClipped();
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}
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} else {
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field_1376 = 0.0f;
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m_fAttackButtonCounter = 0.0f;
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m_bHaveTargetSelected = false;
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}
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SetAttack(nil);
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@ -20,8 +20,8 @@ public:
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uint8 m_nEvadeAmount;
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int8 field_1367;
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uint32 m_nSpeedTimer;
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int32 m_nShotDelay;
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float field_1376; // m_fAttackButtonCounter?
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uint32 m_nHitAnimDelayTimer;
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float m_fAttackButtonCounter;
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bool m_bHaveTargetSelected; // may have better name
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int8 field_1381;
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int8 field_1382;
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