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DrawStandardMenus, VC menu array and minor fixes
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@ -8662,6 +8662,7 @@ CPed::HaveReachedNextPointOnRoute(float distToCountReached)
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return true;
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}
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// --MIAMI: Done
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void
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CPed::Idle(void)
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{
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@ -8683,39 +8684,9 @@ CPed::Idle(void)
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}
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}
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CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
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CAnimBlendAssociation *unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
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int waitTime;
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if (m_nMoveState != PEDMOVE_STILL && !IsPlayer())
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SetMoveState(PEDMOVE_STILL);
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if (m_nMoveState == PEDMOVE_STILL) {
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eWeaponType curWeapon = GetWeapon()->m_eWeaponType;
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if (!armedIdleAssoc ||
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CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && curWeapon != WEAPONTYPE_UNARMED && curWeapon != WEAPONTYPE_MOLOTOV && curWeapon != WEAPONTYPE_GRENADE) {
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if ((!GetWeapon()->IsType2Handed() || curWeapon == WEAPONTYPE_SHOTGUN) && curWeapon != WEAPONTYPE_BASEBALLBAT
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|| !unarmedIdleAssoc || unarmedIdleAssoc->blendAmount <= 0.95f || m_nWaitState != WAITSTATE_FALSE || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
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m_moved = CVector2D(0.0f, 0.0f);
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return;
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}
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_ARMED, 3.0f);
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waitTime = CGeneral::GetRandomNumberInRange(4000, 7500);
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} else {
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armedIdleAssoc->blendDelta = -2.0f;
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armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
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waitTime = CGeneral::GetRandomNumberInRange(3000, 8500);
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}
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + waitTime;
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} else {
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if (armedIdleAssoc) {
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armedIdleAssoc->blendDelta = -8.0f;
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armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
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m_nWaitTimer = 0;
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}
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if (!IsPlayer())
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SetMoveState(PEDMOVE_STILL);
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}
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m_moved = CVector2D(0.0f, 0.0f);
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}
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@ -17858,10 +17829,11 @@ CPed::SetObjective(eObjective newObj, CVector dest)
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}
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}
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// --MIAMI: Done
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void
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CPed::SetMoveAnim(void)
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{
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if (m_nStoredMoveState == m_nMoveState || !IsPedInControl())
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if (m_nStoredMoveState == m_nMoveState || !IsPedInControl() || m_attachedTo)
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return;
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if (m_nMoveState == PEDMOVE_NONE) {
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@ -17877,12 +17849,14 @@ CPed::SetMoveAnim(void)
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CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK);
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if (!animAssoc) {
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CAnimBlendAssociation *fightIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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animAssoc = fightIdleAssoc;
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if (fightIdleAssoc && m_nPedState == PED_FIGHT)
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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if (!animAssoc)
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
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if (animAssoc && m_nPedState == PED_FIGHT)
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return;
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if (fightIdleAssoc) {
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if (animAssoc) {
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CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
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if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
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animAssoc->flags |= ASSOC_DELETEFADEDOUT;
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@ -1007,7 +1007,7 @@ CPlayerPed::FindWeaponLockOnTarget(void)
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return true;
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}
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// --MIAMI: Done, but uncomment new weapon types when weapons got ported
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// --MIAMI: Done
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void
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CPlayerPed::ProcessAnimGroups(void)
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{
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