script revision p1
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@@ -550,12 +550,13 @@ public:
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uint32 bIsDrowning : 1;
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uint32 bDrownsInWater : 1;
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uint32 bWaitForLeaderToComeCloser : 1;
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uint32 bHeldHostageInCar : 1; // one flag was added somewhere after this one (TODO: figure out where and which)
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uint32 bHeldHostageInCar : 1;
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uint32 b19C_10 : 1;
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uint32 bIsPlayerFriend : 1;
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uint32 bHeadStuckInCollision : 1;
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uint32 bDeadPedInFrontOfCar : 1;
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uint32 bStayInCarOnJack : 1;
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uint32 bStayInCarOnJack : 1;
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uint32 bDontFight : 1;
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uint32 bDoomAim : 1;
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uint32 bCanBeShotInVehicle : 1;
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@@ -563,8 +564,8 @@ public:
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uint32 bMakeFleeScream : 1;
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uint32 bPushedAlongByCar : 1;
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uint32 bRemoveMeWhenIGotIntoCar : 1;
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uint32 bIgnoreThreatsBehindObjects : 1; // one flag was added somewhere before this one (TODO: figure out where and which)
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uint32 bIgnoreThreatsBehindObjects : 1;
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uint32 bNeverEverTargetThisPed : 1;
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uint32 bCrouchWhenScared : 1;
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uint32 bKnockedOffBike : 1;
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@@ -704,7 +705,7 @@ public:
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uint32 m_delayedWeaponAmmo;
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uint8 m_currentWeapon; // eWeaponType
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uint8 m_maxWeaponTypeAllowed; // eWeaponType
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uint8 m_wepSkills;
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uint8 m_wepSkills; // TODO - missing?
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uint8 m_wepAccuracy;
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CEntity *m_pPointGunAt;
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CVector m_vecHitLastPos;
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@@ -1089,8 +1090,13 @@ public:
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PedState GetPedState(void) { return m_nPedState; }
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void SetPedState(PedState state)
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{
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if (GetPedState() == PED_FOLLOW_PATH && state != PED_FOLLOW_PATH)
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if (GetPedState() == PED_FOLLOW_PATH && state != PED_FOLLOW_PATH) {
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if (m_followPathTargetEnt) {
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m_followPathTargetEnt->CleanUpOldReference(&m_followPathTargetEnt);
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m_followPathTargetEnt = nil;
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}
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ClearFollowPath();
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}
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m_nPedState = state;
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}
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bool Dead(void) { return m_nPedState == PED_DEAD; }
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