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synced 2025-07-03 23:00:46 +00:00
couple of fixes and cleanup
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@ -2524,7 +2524,7 @@ CPed::PlayFootSteps(void)
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CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPos,
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top.x, top.y,
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right.x, right.y,
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255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
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255, 255, 0, 0, 4.0f, 3000, 1.0f);
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if (m_bloodyFootprintCountOrDeathTime <= 20) {
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m_bloodyFootprintCountOrDeathTime = 0;
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@ -2537,10 +2537,10 @@ CPed::PlayFootSteps(void)
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CVector2D top(forward * -0.26f);
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CVector2D right(GetRight() * (stepPart == 1 ? 0.1f : 0.14f));
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CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPos,
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CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpShadowPedTex, &adjustedFootPos,
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top.x, top.y,
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right.x, right.y,
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120, 250, 250, 50, 4.0f, 5000.0f, 1.0f);
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120, 250, 250, 50, 4.0f, 5000, 1.0f);
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}
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if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
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if (IsPlayer())
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@ -2569,7 +2569,7 @@ CPed::PlayFootSteps(void)
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CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPosL,
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top.x, top.y,
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right.x, right.y,
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255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
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255, 255, 0, 0, 4.0f, 3000, 1.0f);
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if (m_bloodyFootprintCountOrDeathTime <= 20) {
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m_bloodyFootprintCountOrDeathTime = 0;
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@ -2584,10 +2584,10 @@ CPed::PlayFootSteps(void)
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CVector2D top(forward * -0.26f);
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CVector2D right(GetRight() * 0.14f);
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CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPosL,
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CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpShadowPedTex, &adjustedFootPosL,
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top.x, top.y,
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right.x, right.y,
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120, 250, 250, 50, 4.0f, 5000.0f, 1.0f);
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120, 250, 250, 50, 4.0f, 5000, 1.0f);
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}
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}
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if(!footPosRok)
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@ -2604,7 +2604,7 @@ CPed::PlayFootSteps(void)
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CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPosR,
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top.x, top.y,
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right.x, right.y,
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255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
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255, 255, 0, 0, 4.0f, 3000, 1.0f);
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if (m_bloodyFootprintCountOrDeathTime <= 20) {
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m_bloodyFootprintCountOrDeathTime = 0;
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@ -2618,10 +2618,10 @@ CPed::PlayFootSteps(void)
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CVector2D top(forward * -0.26f);
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CVector2D right(GetRight() * 0.14f);
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CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPosR,
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CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpShadowPedTex, &adjustedFootPosR,
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top.x, top.y,
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right.x, right.y,
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120, 250, 250, 50, 4.0f, 5000.0f, 1.0f);
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120, 250, 250, 50, 4.0f, 5000, 1.0f);
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}
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}
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}
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