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Fluff done, FireInstantHit fix
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@ -933,26 +933,25 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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}
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else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
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{
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CVector src, trgt;
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
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TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
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CWorld::bIncludeBikers = true;
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CWorld::bIncludeDeadPeds = true;
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CWorld::bIncludeCarTyres = true;
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CWorld::ProcessLineOfSight(src, trgt, point, victim, true, true, true, true, true, false, false, true);
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CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
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CWorld::bIncludeBikers = false;
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CWorld::bIncludeDeadPeds = false;
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CWorld::bIncludeCarTyres = false;
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if (victim)
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CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, src, trgt);
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CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, source, target);
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int32 rotSpeed = 1;
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if ( m_eWeaponType == WEAPONTYPE_M4 )
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rotSpeed = 4;
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CVector bulletPos;
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if ( CHeli::TestBulletCollision(&src, &trgt, &bulletPos, 4) )
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if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, 4) )
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{
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for ( int32 i = 0; i < 16; i++ )
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CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
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