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gangs, script and replay fixes
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@ -1,8 +1,12 @@
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#pragma once
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#include "PedType.h"
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struct CGangInfo
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{
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int32 m_nVehicleMI;
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int32 m_nPedModel1MI;
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int32 m_nPedModel2MI;
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int8 m_nPedModelOverride;
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int32 m_Weapon1;
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int32 m_Weapon2;
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@ -13,15 +17,15 @@ struct CGangInfo
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VALIDATE_SIZE(CGangInfo, 0x10);
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enum {
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GANG_MAFIA = 0,
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GANG_TRIAD,
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GANG_DIABLOS,
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GANG_YAKUZA,
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GANG_YARDIE,
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GANG_COLUMB,
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GANG_HOODS,
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GANG_7,
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GANG_8,
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GANG_CUBAN = 0,
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GANG_HAITIAN,
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GANG_STREET,
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GANG_DIAZ,
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GANG_SECURITY,
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GANG_BIKER,
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GANG_PLAYER,
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GANG_GOLFER,
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GANG_9,
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NUM_GANGS
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};
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@ -36,9 +40,18 @@ public:
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static void SaveAllGangData(uint8 *, uint32 *);
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static void LoadAllGangData(uint8 *, uint32);
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static void SetGangPedModels(int16, int32, int32);
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static void SetWillAttackPlayerWithCops(ePedType type, bool will);
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static bool GetWillAttackPlayerWithCops(ePedType type);
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static int32 ChooseGangPedModel(int16);
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static bool HaveGangModelsLoaded(int16 gang);
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static int32 GetGangPedModel1(int16 gang) { return Gang[gang].m_nPedModel1MI; }
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static int32 GetGangPedModel2(int16 gang) { return Gang[gang].m_nPedModel2MI; }
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static int32 GetGangVehicleModel(int16 gang) { return Gang[gang].m_nVehicleMI; }
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static CGangInfo *GetGangInfo(int16 gang) { return &Gang[gang]; }
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private:
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static CGangInfo Gang[NUM_GANGS];
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static bool GangAttackWithCops[NUM_GANGS];
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};
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