some more cleanup
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@@ -2,12 +2,12 @@
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#include "Physical.h"
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#include "Weapon.h"
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#include "PathFind.h"
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#include "PedIK.h"
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#include "AnimManager.h"
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#include "AnimBlendClumpData.h"
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#include "PedStat.h"
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#include "DMAudio.h"
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struct PedStat;
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struct CPathNode;
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enum {
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PED_MAX_WEAPONS = 13
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@@ -234,25 +234,26 @@ public:
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static void *operator new(size_t);
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static void operator delete(void*, size_t);
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// TODO: enum!
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bool IsPlayer(void) { return m_nPedType == 0 || m_nPedType== 1 || m_nPedType == 2 || m_nPedType == 3; }
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bool UseGroundColModel(void);
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void AddWeaponModel(int id);
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void AimGun();
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void KillPedWithCar(CVehicle *veh, float impulse);
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void Say(eSound audio);
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void Say(uint16 audio);
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void SetLookFlag(CPed *to, bool set);
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void SetLookFlag(float angle, bool set);
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void SetLookTimer(int time);
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void SetDie(AnimationId anim, float arg1, float arg2);
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void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
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void RemoveBodyPart(PedNode nodeId, char arg4);
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void SpawnFlyingComponent(int, signed char);
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void RemoveBodyPart(PedNode nodeId, int8 unknown);
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void SpawnFlyingComponent(int, int8 unknown);
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bool OurPedCanSeeThisOne(CEntity* who);
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static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
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static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
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CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
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RwFrame* GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
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RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
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static Bool &bNastyLimbsCheat;
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static Bool &bPedCheat2;
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