Ducking, shooting vehicle occupants and weapon fixes
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@@ -1113,19 +1113,15 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
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newAnim->SetFinishCallback(FinishedAttackCB, ped);
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}
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} else {
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if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED)
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{
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if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
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attackAssoc->blendDelta = -8.0f;
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attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
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ped->ClearAttack();
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return;
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}
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if (attackAssoc)
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{
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if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW)
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{
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if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0)
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{
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if (attackAssoc) {
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if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
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if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0) {
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ped->RemoveWeaponModel(currentWeapon->m_nModelId);
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ped->AddWeaponModel(currentWeapon->m_nModelId);
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}
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@@ -1661,7 +1657,6 @@ CPed::ClearDuck(bool clearTimer)
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if (!animAssoc) {
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
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}
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if (!animAssoc) {
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animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
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}
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@@ -6808,30 +6803,6 @@ CPed::Die(void)
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// UNUSED: This is a perfectly empty function.
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}
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uint8
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CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
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{
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#ifdef FIX_BUGS
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return 1;
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#else
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uint8 retVal = 2;
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float headZ = GetNodePosition(PED_HEAD).z;
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if (m_nPedState == PED_FALL)
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retVal = 1;
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float colZ = colPoint.point.z;
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if (colZ < headZ)
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retVal = 1;
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if (headZ + 0.2f <= colZ)
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retVal = 0;
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return retVal;
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#endif
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}
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// --MIAMI: Done
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bool
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CPed::DuckAndCover(void)
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