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some CPed flags named from SA
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78e33785ec
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@ -223,16 +223,16 @@ CPed::AimGun()
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}
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CPed::Say(SOUND_PED_ATTACK);
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m_ped_flagB2 = m_pedIK.PointGunAtPosition(&vector);
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bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector);
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if (m_pLookTarget != m_pSeekTarget) {
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CPed::SetLookFlag(m_pSeekTarget, 1);
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}
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} else {
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if (CPed::IsPlayer()) {
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m_ped_flagB2 = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
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bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
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} else {
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m_ped_flagB2 = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
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bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
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}
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}
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}
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@ -338,7 +338,7 @@ CPed::SetLookFlag(CPed *target, bool unknown)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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bIsLooking = true;
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m_ped_flagA40 = false;
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bIsRestoringLook = false;
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m_pLookTarget = target;
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m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
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m_fLookDirection = 999999.0f;
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@ -355,7 +355,7 @@ CPed::SetLookFlag(float direction, bool unknown)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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bIsLooking = true;
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m_ped_flagA40 = false;
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bIsRestoringLook = false;
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m_pLookTarget = nil;
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m_fLookDirection = direction;
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m_lookTimer = 0;
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@ -97,12 +97,12 @@ public:
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 m_ped_flagA8 : 1;
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uint8 bIsLooking : 1; // set when A20 just changed?
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uint8 m_ped_flagA20_look : 1;
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uint8 m_ped_flagA40 : 1;
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uint8 m_ped_flagA80 : 1;
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uint8 m_ped_flagB1 : 1;
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uint8 m_ped_flagB2 : 1;
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uint8 bIsLooking : 1;
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uint8 m_ped_flagA20_look : 1; // probably missing in SA
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uint8 bIsRestoringLook : 1;
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uint8 bIsAimingGun : 1;
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uint8 bIsRestoringGun : 1;
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uint8 bCanPointGunAtTarget : 1;
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uint8 m_ped_flagB4 : 1;
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uint8 m_ped_flagB8 : 1;
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uint8 m_ped_flagB10 : 1;
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