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CCamera fixes
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@ -59,10 +59,6 @@
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#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
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#ifdef FREE_CAM
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extern bool bFreeMouseCam;
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#endif
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CPed *gapTempPedList[50];
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uint16 gnNumTempPedList;
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@ -812,7 +808,7 @@ bool
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CPed::CanStrafeOrMouseControl(void)
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{
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#ifdef FREE_CAM
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if (bFreeMouseCam)
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if (CCamera::bFreeCam)
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return false;
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#endif
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return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY ||
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@ -6993,7 +6989,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
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) {
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#ifdef FREE_CAM
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if (TheCamera.Cams[0].Using3rdPersonMouseCam() && !bFreeMouseCam) {
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if (TheCamera.Cams[0].Using3rdPersonMouseCam() && !CCamera::bFreeCam) {
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#else
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if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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#endif
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@ -18,10 +18,6 @@
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#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
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#ifdef FREE_CAM
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extern bool bFreeMouseCam;
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#endif
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CPlayerPed::~CPlayerPed()
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{
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delete m_pWanted;
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@ -693,7 +689,7 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
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float padMoveInGameUnit = padMove / PAD_MOVE_TO_GAME_WORLD_MOVE;
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if (padMoveInGameUnit > 0.0f) {
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#ifdef FREE_CAM
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if (!bFreeMouseCam)
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if (!CCamera::bFreeCam)
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m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
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else
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown) - TheCamera.Orientation;
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@ -993,7 +989,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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SetStoredState();
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m_nPedState = PED_SNIPER_MODE;
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#ifdef FREE_CAM
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if (bFreeMouseCam && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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if (CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
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m_fRotationCur = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
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SetHeading(m_fRotationCur);
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}
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@ -1018,7 +1014,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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if (m_nSelectedWepSlot == m_currentWeapon) {
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if (m_pPointGunAt) {
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#ifdef FREE_CAM
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if (bFreeMouseCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE && m_fMoveSpeed < 1.0f)
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if (CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE && m_fMoveSpeed < 1.0f)
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StartFightAttack(padUsed->GetWeapon());
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else
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#endif
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@ -1052,7 +1048,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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#ifdef FREE_CAM
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// Rotate player/arm when shooting. We don't have auto-rotation anymore
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if (CCamera::m_bUseMouse3rdPerson && bFreeMouseCam &&
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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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// Weapons except throwable and melee ones
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@ -1103,7 +1099,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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// what??
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if (!m_pPointGunAt
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#ifdef FREE_CAM
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|| (!bFreeMouseCam && CCamera::m_bUseMouse3rdPerson)
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|| (!CCamera::bFreeCam && CCamera::m_bUseMouse3rdPerson)
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#else
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|| CCamera::m_bUseMouse3rdPerson
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#endif
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@ -1125,7 +1121,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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TheCamera.UpdateAimingCoors(m_pPointGunAt->GetPosition());
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}
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#ifdef FREE_CAM
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else if ((bFreeMouseCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson)) {
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else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson)) {
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#else
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else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
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#endif
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