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@@ -461,11 +461,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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for(int i = 0; i < NUM_PED_WEAPONTYPES; i++)
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{
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GetWeapon(i)->m_eWeaponType = WEAPONTYPE_UNARMED;
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GetWeapon(i)->m_eWeaponState = WEAPONSTATE_READY;
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GetWeapon(i)->m_nAmmoInClip = 0;
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GetWeapon(i)->m_nAmmoTotal = 0;
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GetWeapon(i)->m_nTimer = 0;
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CWeapon *weapon = GetWeapon(i);
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weapon->m_eWeaponType = WEAPONTYPE_UNARMED;
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weapon->m_eWeaponState = WEAPONSTATE_READY;
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weapon->m_nAmmoInClip = 0;
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weapon->m_nAmmoTotal = 0;
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weapon->m_nTimer = 0;
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}
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m_lastHitState = 0;
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@@ -479,26 +480,22 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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}
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void
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CPed::GiveWeapon(eWeaponType weaponType, int ammo)
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CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
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{
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CWeapon *weapon = GetWeapon(weaponType);
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if (HasWeapon(weaponType))
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{
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if (HasWeapon(weaponType)) {
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if (ammo > 99999)
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weapon->m_nAmmoTotal = 99999;
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m_weapons[weaponType].m_nAmmoTotal = 99999;
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else
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weapon->m_nAmmoTotal = ammo;
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m_weapons[weaponType].m_nAmmoTotal = ammo;
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weapon->Reload();
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}
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else
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{
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weapon->Initialise(weaponType, ammo);
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m_weapons[weaponType].Reload();
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} else {
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m_weapons[weaponType].Initialise(weaponType, ammo);
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// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
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m_maxWeaponTypeAllowed++;
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}
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if (weapon->m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
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weapon->m_eWeaponState = WEAPONSTATE_READY;
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if (m_weapons[weaponType].m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
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m_weapons[weaponType].m_eWeaponState = WEAPONSTATE_READY;
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}
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static RwObject*
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@@ -1211,10 +1208,9 @@ CPed::RemoveWeaponModel(int modelId)
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}
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void
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CPed::SetCurrentWeapon(eWeaponType weaponType)
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CPed::SetCurrentWeapon(uint32 weaponType)
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{
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CWeaponInfo *weaponInfo;
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if (HasWeapon(weaponType)) {
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weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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RemoveWeaponModel(weaponInfo->m_nModelId);
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@@ -1230,15 +1226,11 @@ CPed::SetCurrentWeapon(eWeaponType weaponType)
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bool
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CPed::SelectGunIfArmed(void)
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{
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eWeaponType weaponType;
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for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
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if (GetWeapon(i)->m_nAmmoTotal > 0) {
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weaponType = GetWeapon(i)->m_eWeaponType;
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eWeaponType weaponType = GetWeapon(i)->m_eWeaponType;
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if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
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SetCurrentWeapon(weaponType);
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SetCurrentWeapon(i);
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return true;
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}
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}
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@@ -1920,7 +1912,7 @@ CPed::IsPointerValid(void)
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return false;
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}
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// Binary insertion sort
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// Some kind of binary sort
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void
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CPed::SortPeds(CPed** list, int min, int max)
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{
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@@ -1933,25 +1925,21 @@ CPed::SortPeds(CPed** list, int min, int max)
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int left = max;
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int right;
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for(right = min; right <= left; )
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{
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for(right = min; right <= left; ){
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// Those 1.0s are to make sure loop always run for first time.
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for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++)
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{
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for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) {
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rightDiff = GetPosition() - list[right]->GetPosition();
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rightDist = rightDiff.Magnitude();
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}
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right--;
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for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--)
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{
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for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) {
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leftDiff = GetPosition() - list[left]->GetPosition();
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leftDist = leftDiff.Magnitude();
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}
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left++;
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if (right <= left)
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{
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if (right <= left) {
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CPed *ped = list[right];
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list[right] = list[left];
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list[left] = ped;
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@@ -1967,7 +1955,7 @@ void
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CPed::BuildPedLists(void)
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{
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static CPed* unsortedNearPeds[10];
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static uint16 nextNearPedSlot;
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uint16 nextNearPedSlot = 0;
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if ((CTimer::GetFrameCounter() + m_randomSeed) & 15) {
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@@ -2000,16 +1988,11 @@ CPed::BuildPedLists(void)
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(centre.x + 20.0f) * 0.025f + 50.0f,
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(centre.y + 20.0f) * 0.025f + 50.0f);
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nextNearPedSlot = 0;
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for(int y = rect.top; y <= rect.bottom; y++)
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{
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for(int x = rect.left; x <= rect.right; x++)
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{
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for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next)
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{
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for(int y = rect.top; y <= rect.bottom; y++) {
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for(int x = rect.left; x <= rect.right; x++) {
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for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
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CPed *ped = (CPed*)pedPtrNode->item;
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if (ped != this && !ped->bInVehicle)
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{
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if (ped != this && !ped->bInVehicle) {
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float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
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if (distanceMultToCountPedNear * 30.0f > dist)
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{
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@@ -2022,8 +2005,7 @@ CPed::BuildPedLists(void)
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}
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unsortedNearPeds[nextNearPedSlot] = nil;
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SortPeds(unsortedNearPeds, 0, nextNearPedSlot - 1);
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for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++)
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{
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for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++) {
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CPed *ped = unsortedNearPeds[m_numNearPeds];
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if (!ped)
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break;
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@@ -2052,6 +2034,8 @@ CPed::SetModelIndex(uint32 mi)
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m_headingRate = m_pedStats->m_headingChangeRate;
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m_animGroup = static_cast<AssocGroupId>(modelInfo->m_animGroup);
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CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE);
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// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
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}
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