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Fixes 2
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@ -573,8 +573,6 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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if (CDarkel::FrenzyOnGoing())
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goto switchDetectDone;
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// The fact that m_nSelectedWepSlot is int8 makes below loops circular loop.
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if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt) {
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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@ -596,12 +594,14 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
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&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
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for (m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
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for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
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if (m_nSelectedWepSlot < WEAPONTYPE_UNARMED)
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m_nSelectedWepSlot = WEAPONTYPE_DETONATOR;
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if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
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goto switchDetectDone;
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}
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}
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m_nSelectedWepSlot = WEAPONTYPE_DETONATOR;
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}
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} else if (CWeaponInfo::GetWeaponInfo((eWeaponType)m_currentWeapon)->m_eWeaponFire != WEAPON_FIRE_MELEE) {
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if (GetWeapon(m_currentWeapon).m_nAmmoTotal <= 0) {
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@ -13,7 +13,7 @@ public:
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float m_fCurrentStamina;
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float m_fMaxStamina;
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float m_fStaminaProgress;
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uint8 m_nSelectedWepSlot; // eWeaponType
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int8 m_nSelectedWepSlot; // eWeaponType
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bool m_bSpeedTimerFlag;
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bool m_bShouldEvade;
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int8 field_1367;
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