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AI accuracy issue (SA 1.0 only so far) - III/VC are unaffected
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0a439cc963
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@ -2009,6 +2009,22 @@ void __declspec(naked) CdStreamThreadHighSize()
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}
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}
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void __declspec(naked) WeaponRangeMult_VehicleCheck()
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{
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_asm
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{
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mov eax, [edx]CPed.pedFlags
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test ah, 1
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jz WeaponRangeMult_VehicleCheck_NotInCar
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mov eax, [edx]CPed.pVehicle
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retn
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WeaponRangeMult_VehicleCheck_NotInCar:
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xor eax, eax
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retn
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}
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}
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static const float fSteamSubtitleSizeX = 0.45f;
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static const float fSteamSubtitleSizeY = 0.9f;
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@ -3106,6 +3122,11 @@ void Patch_SA_10()
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Nop( 0x4065C2, 1 );
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InjectHook( 0x4065C2+1, CdStreamThreadHighSize, PATCH_CALL );
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Patch<const void*>( 0x406620+2, &pCdStreamSetFilePointer );
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// AI accuracy issue
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Nop(0x73B3AE, 1);
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InjectHook( 0x73B3AE+1, WeaponRangeMult_VehicleCheck, PATCH_CALL );
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}
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void Patch_SA_11()
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3
TODO.txt
3
TODO.txt
@ -30,8 +30,7 @@ SA:
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- CarAI timers
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- space's bugged cargen command (014C)
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- space's bugged sniper bullet checks (047B, 047C, and 037E) (maybe)
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- https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car
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(does this affect III/VC?)
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- https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Game_Mechanics_and_Glitches#Harder_AI_after_having_been_in_a_car (done for SA 1.0, todo - port)
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- check if Tram signs are fixable without Wesser flipping out
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More? since I lost the orig list
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