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Moar peds
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@ -101,25 +101,25 @@ enum eSound : int16
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SOUND_EVIDENCE_PICKUP = 94,
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SOUND_UNLOAD_GOLD = 95,
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SOUND_PAGER = 96,
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SOUND_PED_DEATH = 97,
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SOUND_PED_DAMAGE = 98,
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SOUND_PED_HIT = 99,
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SOUND_PED_LAND = 100,
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SOUND_PED_DEATH = 97, // 103 in VC
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SOUND_PED_DAMAGE = 98, // 104 in VC
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SOUND_PED_HIT = 99, // 105 in VC
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SOUND_PED_LAND = 100, // hopefully 106 in VC
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SOUND_PED_BULLET_HIT = 101,
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SOUND_PED_BOMBER = 102,
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SOUND_PED_BURNING = 103,
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SOUND_PED_BURNING = 103, // 108 in VC
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SOUND_PED_ARREST_FBI = 104,
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SOUND_PED_ARREST_SWAT = 105,
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SOUND_PED_ARREST_COP = 106,
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SOUND_PED_HELI_PLAYER_FOUND = 107,
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SOUND_PED_HANDS_UP = 108,
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SOUND_PED_HANDS_COWER = 109,
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SOUND_PED_FLEE_SPRINT = 110,
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SOUND_PED_FLEE_SPRINT = 110, // 120 in VC
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SOUND_PED_CAR_JACKING = 111,
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SOUND_PED_MUGGING = 112,
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SOUND_PED_CAR_JACKED = 113,
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SOUND_PED_ROBBED = 114,
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SOUND_PED_TAXI_WAIT = 115,
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SOUND_PED_TAXI_WAIT = 115, // 137 in VC
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SOUND_PED_ATTACK = 116,
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SOUND_PED_DEFEND = 117,
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SOUND_PED_PURSUIT_ARMY = 118,
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@ -129,9 +129,9 @@ enum eSound : int16
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SOUND_PED_HEALING = 122,
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SOUND_PED_7B = 123,
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SOUND_PED_LEAVE_VEHICLE = 124,
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SOUND_PED_EVADE = 125,
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SOUND_PED_EVADE = 125, // 142 in VC
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SOUND_PED_FLEE_RUN = 126,
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SOUND_PED_CAR_COLLISION = 127,
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SOUND_PED_CAR_COLLISION = 127, // 144-145-146 in VC
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SOUND_PED_SOLICIT = 128,
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SOUND_PED_EXTINGUISHING_FIRE = 129,
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SOUND_PED_WAIT_DOUBLEBACK = 130,
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@ -213,6 +213,7 @@ public:
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void SetRotate(float xAngle, float yAngle, float zAngle);
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void Rotate(float x, float y, float z);
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void RotateX(float x);
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void RotateZ(float z);
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void Reorthogonalise(void);
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void CopyOnlyMatrix(CMatrix *other){
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@ -46,6 +46,12 @@ CMatrix::RotateX(float x)
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Rotate(x, 0.0f, 0.0f);
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}
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void
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CMatrix::RotateZ(float z)
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{
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Rotate(0.0f, 0.0f, z);
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}
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void
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CMatrix::Reorthogonalise(void)
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{
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793
src/peds/Ped.cpp
793
src/peds/Ped.cpp
File diff suppressed because it is too large
Load Diff
@ -266,7 +266,7 @@ public:
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// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
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uint8 bIsStanding : 1;
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA2 : 1; // bWasStanding?
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uint8 bIsAttacking : 1; // doesn't reset after fist fight
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uint8 bIsPointingGunAt : 1;
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uint8 bIsLooking : 1;
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@ -281,9 +281,9 @@ public:
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uint8 bIsLanding : 1;
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uint8 bIsRunning : 1; // on some conditions
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uint8 bHitSomethingLastFrame : 1;
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uint8 m_ped_flagB80 : 1; // bIsNearCar? something related with reaction to colliding vehicle
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uint8 m_ped_flagB80 : 1; // bIsNearCar? it's sure that it's related with cars and used for deciding whether we should move
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uint8 m_ped_flagC1 : 1;
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uint8 m_ped_flagC1 : 1; // bCanPedEnterSeekedCar?
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uint8 bRespondsToThreats : 1;
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uint8 bRenderPedInCar : 1;
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uint8 bChangedSeat : 1;
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@ -294,15 +294,15 @@ public:
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uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
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uint8 m_ped_flagD2 : 1; // set when ped witnessed an event
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uint8 m_ped_flagD4 : 1; // bPedIsBleeding? so far only creates blood pool in hands up state
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uint8 m_ped_flagD8 : 1;
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uint8 bPedIsBleeding : 1;
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uint8 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
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uint8 bIsPedDieAnimPlaying : 1;
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uint8 bUsePedNodeSeek : 1;
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uint8 m_ped_flagD40 : 1; // reset when objective changes
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uint8 bObjectiveCompleted : 1;
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uint8 bScriptObjectiveCompleted : 1;
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uint8 bKindaStayInSamePlace : 1;
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uint8 m_ped_flagE2 : 1;
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uint8 m_ped_flagE2 : 1; // bBeingChasedByPolice?
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uint8 bNotAllowedToDuck : 1;
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uint8 bCrouchWhenShooting : 1;
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uint8 bIsDucking : 1;
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@ -316,7 +316,7 @@ public:
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uint8 m_ped_flagF8 : 1;
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uint8 bWillBeQuickJacked : 1;
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uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
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uint8 m_ped_flagF40 : 1;
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uint8 bObstacleShowedUpDuringKillObjective : 1;
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uint8 bDuckAndCover : 1;
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uint8 m_ped_flagG1 : 1;
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@ -328,7 +328,7 @@ public:
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uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door
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uint8 bFadeOut : 1;
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uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
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uint8 bKnockedUpIntoAir : 1; // NOT CERTAIN - has ped been knocked up into the air by a car collision
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uint8 m_ped_flagH2 : 1;
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uint8 m_ped_flagH4 : 1;
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uint8 bClearObjective : 1;
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@ -339,7 +339,7 @@ public:
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uint8 bShakeFist : 1; // test shake hand at look entity
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uint8 bNoCriticalHits : 1; // if set, limbs won't came off
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uint8 m_ped_flagI4 : 1;
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uint8 m_ped_flagI4 : 1; // seems like related with cars
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 bFallenDown : 1;
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uint8 m_ped_flagI20 : 1;
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@ -402,7 +402,7 @@ public:
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float m_fRotationDest;
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float m_headingRate;
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uint16 m_vehEnterType; // TODO: this is more like a door, not a type
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uint16 m_walkAroundType;
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int16 m_walkAroundType;
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CEntity *m_pCurrentPhysSurface;
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CVector m_vecOffsetFromPhysSurface;
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CEntity *m_pCurSurface;
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@ -530,7 +530,6 @@ public:
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void CalculateNewOrientation(void);
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float WorkOutHeadingForMovingFirstPerson(float);
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void CalculateNewVelocity(void);
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bool CanPedJumpThis(CEntity*);
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bool CanSeeEntity(CEntity*, float);
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void RestorePreviousObjective(void);
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void SetIdle(void);
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@ -732,6 +731,11 @@ public:
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void SetSeekCar(CVehicle*, uint32);
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void SetSeekBoatPosition(CVehicle*);
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void SetExitTrain(CVehicle*);
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#ifdef VC_PED_PORTS
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bool CanPedJumpThis(CEntity*, CVector*);
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#else
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bool CanPedJumpThis(CEntity*);
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#endif
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bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
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@ -51,7 +51,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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field_1413 = 0;
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for (int i = 0; i < 6; i++) {
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m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
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field_1488[i] = 0;
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m_pPedAtSafePos[i] = nil;
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}
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}
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@ -35,7 +35,7 @@ public:
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int8 field_1414;
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int8 field_1415;
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CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
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int32 field_1488[6]; // m_pPedAtSafePos?
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CPed *m_pPedAtSafePos[6];
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float m_fWalkAngle;
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float m_fFPSMoveHeading;
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