Use SetPedState
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@@ -809,10 +809,10 @@ CPed::ProcessObjective(void)
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break;
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}
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case OBJECTIVE_WAIT_IN_CAR:
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m_nPedState = PED_DRIVING;
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SetPedState(PED_DRIVING);
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break;
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case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT:
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m_nPedState = PED_DRIVING;
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SetPedState(PED_DRIVING);
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break;
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case OBJECTIVE_KILL_CHAR_ANY_MEANS:
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{
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@@ -2617,7 +2617,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
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if (ped->IsPlayer() && ped->bGonnaKillTheCarJacker && ((CPlayerPed*)ped)->m_pArrestingCop) {
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PedSetInCarCB(nil, ped);
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ped->m_nLastPedState = ped->m_nPedState;
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ped->m_nPedState = PED_ARRESTED;
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ped->SetPedState(PED_ARRESTED);
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ped->bGonnaKillTheCarJacker = false;
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if (veh) {
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veh->m_nNumGettingIn = 0;
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@@ -3340,7 +3340,7 @@ CPed::SetCarJack_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
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m_pSeekTarget = car;
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m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
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m_nPedState = PED_CARJACK;
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SetPedState(PED_CARJACK);
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car->bIsBeingCarJacked = true;
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m_pMyVehicle = (CVehicle*)m_pSeekTarget;
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m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle);
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@@ -3387,7 +3387,7 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
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SetMoveState(PEDMOVE_NONE);
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LineUpPedWithCar(LINE_UP_TO_CAR_START);
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m_pVehicleAnim = nil;
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m_nPedState = PED_DRAG_FROM_CAR;
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SetPedState(PED_DRAG_FROM_CAR);
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bChangedSeat = false;
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bWillBeQuickJacked = quickJack;
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@@ -3512,7 +3512,7 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
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m_pSeekTarget = car;
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m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
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m_vehEnterType = doorNode;
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m_nPedState = PED_ENTER_CAR;
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SetPedState(PED_ENTER_CAR);
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if (m_vehEnterType == CAR_DOOR_RF && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && car->m_vehType != VEHICLE_TYPE_BIKE) {
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car->bIsBeingCarJacked = true;
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}
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@@ -3674,14 +3674,14 @@ void
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CPed::SetExitBoat(CVehicle *boat)
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{
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#ifndef VC_PED_PORTS
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m_nPedState = PED_IDLE;
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SetPedState(PED_IDLE);
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CVector firstPos = GetPosition();
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CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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if (boat->GetModelIndex() == MI_SPEEDER && boat->IsUpsideDown()) {
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m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f);
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m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this);
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m_vehEnterType = CAR_DOOR_RF;
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m_nPedState = PED_EXIT_CAR;
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SetPedState(PED_EXIT_CAR);
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} else {
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m_vehEnterType = CAR_DOOR_RF;
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PedSetOutCarCB(nil, this);
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@@ -3694,7 +3694,7 @@ CPed::SetExitBoat(CVehicle *boat)
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m_vecMoveSpeed = boat->m_vecMoveSpeed;
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bTryingToReachDryLand = true;
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#else
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m_nPedState = PED_IDLE;
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SetPedState(PED_IDLE);
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CVector newPos = GetPosition();
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RemoveInCarAnims();
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CColModel* boatCol = boat->GetColModel();
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@@ -3921,7 +3921,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
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m_pSeekTarget = veh;
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m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
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m_vehEnterType = optedDoorNode;
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m_nPedState = PED_EXIT_CAR;
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SetPedState(PED_EXIT_CAR);
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if (m_pVehicleAnim && m_pVehicleAnim->flags & ASSOC_PARTIAL)
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m_pVehicleAnim->blendDelta = -1000.0f;
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SetMoveState(PEDMOVE_NONE);
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@@ -4469,7 +4469,7 @@ CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg)
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ped->bGonnaKillTheCarJacker = false;
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if (!ped->m_pedInObjective || !(CGeneral::GetRandomNumber() & 1)) {
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if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
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ped->m_nPedState = PED_NONE;
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ped->SetPedState(PED_NONE);
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ped->m_nLastPedState = PED_NONE;
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ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000);
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} else {
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@@ -4498,7 +4498,7 @@ CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg)
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else
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#endif
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{
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ped->m_nPedState = PED_NONE;
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ped->SetPedState(PED_NONE);
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ped->m_nLastPedState = PED_NONE;
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ped->SetFindPathAndFlee(ped->m_pMyVehicle->GetPosition(), 10000);
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}
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@@ -4591,7 +4591,7 @@ CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg)
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return;
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ped->bInVehicle = true;
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ped->m_nPedState = PED_DRIVING;
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ped->SetPedState(PED_DRIVING);
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ped->RestorePreviousObjective();
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ped->SetMoveState(PEDMOVE_STILL);
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veh->AddPassenger(ped);
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@@ -4612,7 +4612,7 @@ CPed::SetEnterTrain(CVehicle *train, uint32 unused)
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m_pMyVehicle = train;
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m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
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m_nPedState = PED_ENTER_TRAIN;
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SetPedState(PED_ENTER_TRAIN);
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m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETIN, 4.0f);
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m_pVehicleAnim->SetFinishCallback(PedSetInTrainCB, this);
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bUsesCollision = false;
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@@ -4686,7 +4686,7 @@ CPed::SetExitTrain(CVehicle* train)
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CVector exitPos;
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GetNearestTrainPedPosition(train, exitPos);
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*/
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m_nPedState = PED_EXIT_TRAIN;
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SetPedState(PED_EXIT_TRAIN);
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m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETOUT, 4.0f);
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m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this);
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bUsesCollision = false;
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@@ -4712,7 +4712,7 @@ CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
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ped->bUsesCollision = true;
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ped->m_pVehicleAnim = nil;
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ped->bInVehicle = false;
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ped->m_nPedState = PED_IDLE;
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ped->SetPedState(PED_IDLE);
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ped->RestorePreviousObjective();
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ped->SetMoveState(PEDMOVE_STILL);
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@@ -5180,7 +5180,7 @@ CPed::SetSeekBoatPosition(CVehicle *boat)
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m_pMyVehicle = boat;
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m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
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m_distanceToCountSeekDone = 0.5f;
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m_nPedState = PED_SEEK_IN_BOAT;
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SetPedState(PED_SEEK_IN_BOAT);
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}
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void
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