Melee weapons(half-working), Ped and Hud bits
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@@ -11,7 +11,7 @@
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// Yeah...
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int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = {
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1
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-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
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};
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CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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@@ -19,7 +19,17 @@ CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
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// --MIAMI: Todo
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static char ms_aWeaponNames[][32] = {
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"Unarmed",
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"BrassKnuckle",
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"ScrewDriver",
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"GolfClub",
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"NightStick",
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"Knife",
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"BaseballBat",
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"Hammer",
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"Cleaver",
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"Machete",
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"Katana",
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"Chainsaw",
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"Grenade",
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"DetonateGrenade",
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"Molotov",
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@@ -61,8 +71,7 @@ CWeaponInfo::Initialise(void)
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ms_apWeaponInfos[i].m_fLifespan = 0.0f;
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ms_apWeaponInfos[i].m_fSpread = 0.0f;
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ms_apWeaponInfos[i].m_vecFireOffset = CVector(0.0f, 0.0f, 0.0f);
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// TODO(Miami): ASSOCGRP_UNARMED
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ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_STD;
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ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_UNARMED;
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ms_apWeaponInfos[i].m_fAnimLoopStart = 0.0f;
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ms_apWeaponInfos[i].m_fAnimLoopEnd = 0.0f;
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ms_apWeaponInfos[i].m_fAnimFrameFire = 0.0f;
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