Cleanup and one needed function
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+12
-30
@@ -386,6 +386,8 @@ CPed::~CPed(void)
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}
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if (m_pFire)
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m_pFire->Extinguish();
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ClearWeapons();
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if (bCarPassenger)
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CPopulation::ms_nTotalCarPassengerPeds--;
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if (bMiamiViceCop)
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@@ -409,10 +411,11 @@ CPed::FlagToDestroyWhenNextProcessed(void)
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}
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bInVehicle = false;
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m_pMyVehicle = nil;
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if (CharCreatedBy == MISSION_CHAR)
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m_nPedState = PED_DEAD;
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SetPedState(PED_DEAD);
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else
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m_nPedState = PED_NONE;
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SetPedState(PED_NONE);
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m_pVehicleAnim = nil;
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}
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@@ -1884,10 +1887,7 @@ CPed::ClearPointGunAt(void)
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ClearAimFlag();
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bIsPointingGunAt = false;
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if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
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if (m_nPedState == PED_FOLLOW_PATH)
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ClearFollowPath();
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m_nPedState = PED_IDLE;
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SetPedState(PED_IDLE);
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RestorePreviousState();
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}
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weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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@@ -4650,10 +4650,7 @@ CPed::SetGetUp(void)
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}
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if (m_nPedState != PED_GETUP) {
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SetStoredState();
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if (m_nPedState == PED_FOLLOW_PATH)
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ClearFollowPath();
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m_nPedState = PED_GETUP;
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SetPedState(PED_GETUP);
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}
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CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity;
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@@ -4970,10 +4967,7 @@ CPed::SetPointGunAt(CEntity *to)
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if (m_nPedState != PED_ATTACK)
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SetStoredState();
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if (m_nPedState == PED_FOLLOW_PATH)
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ClearFollowPath();
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m_nPedState = PED_AIM_GUN;
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SetPedState(PED_AIM_GUN);
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bIsPointingGunAt = true;
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SetMoveState(PEDMOVE_NONE);
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@@ -5267,10 +5261,7 @@ CPed::SetAttack(CEntity *victim)
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&& !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) {
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if (m_nPedState != PED_ATTACK) {
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if (m_nPedState == PED_FOLLOW_PATH)
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ClearFollowPath();
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m_nPedState = PED_ATTACK;
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SetPedState(PED_ATTACK);
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bIsAttacking = false;
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CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
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@@ -5291,10 +5282,7 @@ CPed::SetAttack(CEntity *victim)
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m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN)) {
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if (m_nPedState != PED_ATTACK) {
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if (m_nPedState == PED_FOLLOW_PATH)
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ClearFollowPath();
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m_nPedState = PED_ATTACK;
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SetPedState(PED_ATTACK);
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bIsAttacking = false;
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CAnimBlendAssociation* animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
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animAssoc->SetRun();
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@@ -5371,10 +5359,7 @@ CPed::SetAttack(CEntity *victim)
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if (m_nPedState != PED_AIM_GUN)
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SetStoredState();
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if (m_nPedState == PED_FOLLOW_PATH)
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ClearFollowPath();
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m_nPedState = PED_ATTACK;
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SetPedState(PED_ATTACK);
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SetMoveState(PEDMOVE_NONE);
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if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) {
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CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
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@@ -6657,10 +6642,7 @@ CPed::SetDead(void)
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if (m_nPedState == PED_DRIVING)
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bIsVisible = false;
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if (m_nPedState == PED_FOLLOW_PATH)
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ClearFollowPath();
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m_nPedState = PED_DEAD;
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SetPedState(PED_DEAD);
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m_pVehicleAnim = nil;
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m_pCollidingEntity = nil;
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