Peds & fixes continues
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@@ -594,6 +594,7 @@ public:
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CEntity *m_pPointGunAt;
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CVector m_vecHitLastPos;
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uint32 m_lastFightMove;
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uint32 m_lastHitState; // TODO(Miami): What's this?
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uint8 m_fightButtonPressure;
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FightState m_fightState;
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bool m_takeAStepAfterAttack;
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@@ -756,7 +757,8 @@ public:
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void SetAttack(CEntity*);
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void StartFightAttack(uint8);
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void SetWaitState(eWaitState, void*);
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bool FightStrike(CVector&);
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bool FightStrike(CVector&, bool);
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void FightHitPed(CPed*, CVector&, CVector&, int16);
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int GetLocalDirection(const CVector2D &);
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void StartFightDefend(uint8, uint8, uint8);
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void PlayHitSound(CPed*);
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@@ -1020,6 +1022,13 @@ public:
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else
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return (AnimationId)0;
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}
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static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bFightMode)
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return ANIM_MELEE_IDLE_FIGHTMODE;
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else
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return (AnimationId)0;
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}
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// --
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// My additions, because there were many, many instances of that.
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