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Cleanup and one needed function
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@ -47,19 +47,12 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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m_nSpeedTimer = 0;
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m_bSpeedTimerFlag = false;
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// This should be something inlined
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// TODO(Miami)
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// if (pPointGunAt)
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// m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
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m_pPointGunAt = nil;
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if (m_nPedState == PED_FOLLOW_PATH)
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ClearFollowPath();
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// TODO(Miami)
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// This should be something inlined
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m_nPedState = PED_IDLE;
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SetPedState(PED_IDLE);
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m_fMaxStamina = 150.0f;
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m_fCurrentStamina = m_fMaxStamina;
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m_fStaminaProgress = 0.0f;
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@ -290,10 +283,7 @@ CPlayerPed::SetInitialState(void)
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m_pFire->Extinguish();
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RpAnimBlendClumpRemoveAllAssociations(GetClump());
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if (m_nPedState == PED_FOLLOW_PATH)
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ClearFollowPath();
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m_nPedState = PED_IDLE;
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SetPedState(PED_IDLE);
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SetMoveState(PEDMOVE_STILL);
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m_nLastPedState = PED_NONE;
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m_animGroup = ASSOCGRP_PLAYER;
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@ -1626,6 +1616,21 @@ CPlayerPed::ProcessControl(void)
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#endif
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}
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bool
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CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty)
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{
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uint32 slot = CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot;
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if (!HasWeaponSlot(slot) || GetWeapon(slot).m_eWeaponType == weapon)
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return true;
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if (onlyIfSlotIsEmpty)
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return false;
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// Check if he's using that slot right now.
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return m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN || slot != m_currentWeapon;
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}
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#ifdef COMPATIBLE_SAVES
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#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
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#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
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