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Peds, eSound and PedState enum, fixes
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@ -46,7 +46,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_pWanted->Initialise();
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m_pArrestingCop = nil;
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m_currentWeapon = WEAPONTYPE_UNARMED;
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m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
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m_nSelectedWepSlot = 0;
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m_nSpeedTimer = 0;
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m_bSpeedTimerFlag = false;
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@ -1163,6 +1163,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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}
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#ifdef FREE_CAM
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static int8 changedHeadingRate = 0;
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if (changedHeadingRate == 2) changedHeadingRate = 1;
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// Rotate player/arm when shooting. We don't have auto-rotation anymore
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if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
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m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
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@ -1186,6 +1189,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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#endif
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} else {
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m_fRotationDest = limitedCam;
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changedHeadingRate = 2;
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m_headingRate = 12.5f;
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// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
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@ -1204,10 +1208,12 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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}
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} else if (weaponInfo->m_bCanAimWithArm)
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ClearPointGunAt();
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else
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RestoreHeadingRate();
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}
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}
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if (changedHeadingRate == 1) {
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changedHeadingRate = 0;
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RestoreHeadingRate();
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}
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#endif
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if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
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@ -1453,7 +1459,7 @@ CPlayerPed::ProcessControl(void)
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case PED_WANDER_PATH:
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case PED_PURSUE:
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case PED_FOLLOW_PATH:
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case PED_ROCKET_ODE:
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case PED_ROCKET_MODE:
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case PED_DUMMY:
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case PED_PAUSE:
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case PED_FACE_PHONE:
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