Merge branch 'miami' into lcs
# Conflicts: # premake5.lua # src/audio/AudioLogic.cpp # src/audio/AudioManager.cpp
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@@ -205,6 +205,8 @@ CPedIK::PointGunInDirection(float targetYaw, float targetPitch)
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else if (status == ANGLES_SET_EXACTLY)
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m_flags |= GUN_POINTED_SUCCESSFULLY;
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}
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// Game uses index 2 directly, which happens to be identical to BONE_spine
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#ifdef FIX_BUGS
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RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine);
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#else
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@@ -213,7 +215,7 @@ CPedIK::PointGunInDirection(float targetYaw, float targetPitch)
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RwMatrix *m = &mats[2];
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#endif
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RwV3d axis = { 0.0f, 0.0f, 0.0f };
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float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->up.y, -m->up.x) - m_ped->m_fRotationCur);
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float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x) - m_ped->m_fRotationCur);
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axis.y = -Sin(axisangle);
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axis.z = Cos(axisangle);
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@@ -729,10 +729,17 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
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if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
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#ifdef FIX_BUGS
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goto switchDetectDone;
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#else
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goto spentAmmoCheck;
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#endif
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}
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}
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m_nSelectedWepSlot = 0;
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#ifdef FIX_BUGS
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goto switchDetectDone;
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#endif
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}
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} else if (padUsed->CycleWeaponLeftJustDown()) {
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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@@ -754,6 +761,10 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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--m_nSelectedWepSlot;
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} while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED);
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#ifdef FIX_BUGS
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goto switchDetectDone;
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#endif
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}
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}
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}
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