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some fixes
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@ -6025,7 +6025,6 @@ CPed::SetWaitState(eWaitState state, void *time)
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case WAITSTATE_GROUND_ATTACK:
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case WAITSTATE_LANCESITTING:
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case WAITSTATE_PLAYANIM_HANDSUP_SIMPLE:
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assert(0);
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default:
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ClearWaitState();
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RestoreHeadingRate();
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@ -18533,7 +18532,7 @@ CPed::Save(uint8*& buf)
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CopyToBuf(buf, m_fHealth);
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CopyToBuf(buf, m_fArmour);
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SkipSaveBuf(buf, 148);
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for (int i = 0; i < 10; i++) // has to be hardcoded
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for (int i = 0; i < 13; i++) // has to be hardcoded
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m_weapons[i].Save(buf);
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SkipSaveBuf(buf, 5);
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CopyToBuf(buf, m_maxWeaponTypeAllowed);
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@ -18555,8 +18554,10 @@ CPed::Load(uint8*& buf)
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SkipSaveBuf(buf, 148);
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CWeapon bufWeapon;
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for (int i = 0; i < 10; i++) { // has to be hardcoded
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for (int i = 0; i < 13; i++) { // has to be hardcoded
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bufWeapon.Load(buf);
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if (i >= 10)
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continue; // tmp hack before we fix save/load
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if (bufWeapon.m_eWeaponType != WEAPONTYPE_UNARMED) {
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int modelId = CWeaponInfo::GetWeaponInfo(bufWeapon.m_eWeaponType)->m_nModelId;
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