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Weapon fixes and thingies
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@ -451,7 +451,7 @@ CPlayerPed::SetRealMoveAnim(void)
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} else if (curSprintAssoc->blendDelta >= 0.0f || curSprintAssoc->blendAmount >= 0.8f) {
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if (m_fMoveSpeed < 0.4f) {
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AnimationId runStopAnim;
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if (curSprintAssoc->currentTime / curSprintAssoc->hierarchy->totalLength < 0.5) // double
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if (curSprintAssoc->GetProgress() < 0.5) // double
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runStopAnim = ANIM_RUN_STOP;
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else
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runStopAnim = ANIM_RUN_STOP_R;
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@ -638,7 +638,7 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
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firePos = GetMatrix() * firePos;
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GetWeapon()->Fire(this, &firePos);
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}
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GetWeapon()->Update(m_audioEntityId);
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GetWeapon()->Update(m_audioEntityId, nil);
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}
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// --MIAMI: Made compatible with slots, but still TODO
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@ -742,7 +742,7 @@ CPlayerPed::PlayerControlM16(CPad *padUsed)
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firePos = GetMatrix() * firePos;
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GetWeapon()->Fire(this, &firePos);
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}
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GetWeapon()->Update(m_audioEntityId);
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GetWeapon()->Update(m_audioEntityId, nil);
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}
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void
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@ -1561,7 +1561,7 @@ CPlayerPed::ProcessControl(void)
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}
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if (padUsed && IsPedShootable()) {
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ProcessWeaponSwitch(padUsed);
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GetWeapon()->Update(m_audioEntityId);
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GetWeapon()->Update(m_audioEntityId, this);
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}
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ProcessAnimGroups();
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if (padUsed) {
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