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Little cleanup
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@@ -500,7 +500,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagG4 = false;
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bStartWanderPathOnFoot = false;
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m_ped_flagG10 = false;
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m_ped_flagG20 = false;
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bBusJacked = false;
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m_ped_flagG40 = false;
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bFadeOut = false;
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@@ -509,7 +509,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagH4 = false;
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bClearObjective = false;
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m_ped_flagH10 = false;
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m_ped_flagH20 = false;
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bCollidedWithMyVehicle = false;
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m_ped_flagH40 = false;
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m_ped_flagH80 = false;
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@@ -8872,7 +8872,7 @@ CPed::ProcessControl(void)
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if (m_fHealth <= 1.0f && m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding)
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SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
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m_ped_flagH20 = false;
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bCollidedWithMyVehicle = false;
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CEntity *collidingEnt = m_pDamageEntity;
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if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
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@@ -9100,7 +9100,7 @@ CPed::ProcessControl(void)
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float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr();
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if (collidingVeh == m_pMyVehicle)
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m_ped_flagH20 = true;
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bCollidedWithMyVehicle = true;
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if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
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if (!IsPedInControl()
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@@ -10219,7 +10219,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
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veh->bIsHandbrakeOn = true;
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veh->m_status = STATUS_PLAYER_DISABLED;
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}
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driver->m_ped_flagG20 = true;
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driver->bBusJacked = true;
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veh->m_veh_flagC10 = false;
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PedSetInCarCB(nil, ped);
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if (ped->m_nPedType == PEDTYPE_COP
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@@ -10456,6 +10456,7 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
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}
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if (ped->m_ped_flagE80 || ped->m_ped_flagG40) {
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// POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
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if (!veh->IsDoorMissing(door))
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((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
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} else {
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@@ -304,7 +304,7 @@ public:
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uint8 bIsDucking : 1;
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uint8 bGetUpAnimStarted : 1;
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uint8 bDoBloodyFootprints : 1;
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uint8 m_ped_flagE80 : 1;
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uint8 m_ped_flagE80 : 1; // bDontDragMeOutCar? bStayInCarOnJack?
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uint8 bWanderPathAfterExitingCar : 1;
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uint8 m_ped_flagF2 : 1;
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@@ -320,8 +320,8 @@ public:
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uint8 m_ped_flagG4 : 1;
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uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
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uint8 m_ped_flagG10 : 1;
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uint8 m_ped_flagG20 : 1;
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uint8 m_ped_flagG40 : 1;
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uint8 bBusJacked : 1;
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uint8 m_ped_flagG40 : 1; // had to exit car due to someone jacked it from RF door
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uint8 bFadeOut : 1;
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uint8 m_ped_flagH1 : 1;
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@@ -329,7 +329,7 @@ public:
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uint8 m_ped_flagH4 : 1;
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uint8 bClearObjective : 1;
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uint8 m_ped_flagH10 : 1;
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uint8 m_ped_flagH20 : 1; // set if our own vehicle damaged us. I don't know how is that possible
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uint8 bCollidedWithMyVehicle : 1;
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uint8 m_ped_flagH40 : 1;
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uint8 m_ped_flagH80 : 1;
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