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[saco] Reorder functions in playerped.cpp
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@ -620,7 +620,6 @@ VEHICLE_TYPE * CPlayerPed::GetGtaVehicle()
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return (VEHICLE_TYPE *)m_pPed->pVehicle;
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return (VEHICLE_TYPE *)m_pPed->pVehicle;
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}
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}
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//-----------------------------------------------------------
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//-----------------------------------------------------------
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//-----------------------------------------------------------
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void CPlayerPed::GiveWeapon(int iWeaponID, int iAmmo)
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void CPlayerPed::GiveWeapon(int iWeaponID, int iAmmo)
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@ -928,56 +927,6 @@ void CPlayerPed::HandsUp()
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//-----------------------------------------------------------
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//-----------------------------------------------------------
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WORD CPlayerPed::GetAmmo()
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{
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if(m_pPed) {
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WEAPON_SLOT_TYPE * WeaponSlot = GetCurrentWeaponSlot();
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if(!WeaponSlot) return -1;
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// Melee types always have ammo.
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if( WeaponSlot->dwType <= WEAPON_CANE ||
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WeaponSlot->dwType == WEAPON_PARACHUTE ) return -1;
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return (WORD)WeaponSlot->dwAmmo;
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}
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return 0;
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}
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//-----------------------------------------------------------
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WEAPON_SLOT_TYPE * CPlayerPed::FindWeaponSlot(DWORD dwWeapon)
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{
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if (m_pPed)
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{
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BYTE i;
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for (i = 0; i < 13; i++)
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{
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if (m_pPed->WeaponSlots[i].dwType == dwWeapon) return &m_pPed->WeaponSlots[i];
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------
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void CPlayerPed::SetAnimationSet(PCHAR szAnim)
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{
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if(m_pPed) {
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ScriptCommand(&set_actor_animation_set,m_dwGTAId,szAnim);
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}
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}
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//-----------------------------------------------------------
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void CPlayerPed::SetMoney(int iAmount)
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{
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ScriptCommand(&set_actor_money,m_dwGTAId,0);
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ScriptCommand(&set_actor_money,m_dwGTAId,iAmount);
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}
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//-----------------------------------------------------------
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void CPlayerPed::StartJetpack()
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void CPlayerPed::StartJetpack()
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{
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{
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if(!m_pPed) return;
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if(!m_pPed) return;
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@ -1063,6 +1012,56 @@ BOOL CPlayerPed::HasGoggles()
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//-----------------------------------------------------------
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//-----------------------------------------------------------
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WORD CPlayerPed::GetAmmo()
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{
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if(m_pPed) {
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WEAPON_SLOT_TYPE * WeaponSlot = GetCurrentWeaponSlot();
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if(!WeaponSlot) return -1;
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// Melee types always have ammo.
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if( WeaponSlot->dwType <= WEAPON_CANE ||
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WeaponSlot->dwType == WEAPON_PARACHUTE ) return -1;
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return (WORD)WeaponSlot->dwAmmo;
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}
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return 0;
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}
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//-----------------------------------------------------------
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WEAPON_SLOT_TYPE * CPlayerPed::FindWeaponSlot(DWORD dwWeapon)
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{
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if (m_pPed)
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{
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BYTE i;
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for (i = 0; i < 13; i++)
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{
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if (m_pPed->WeaponSlots[i].dwType == dwWeapon) return &m_pPed->WeaponSlots[i];
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------
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void CPlayerPed::SetAnimationSet(PCHAR szAnim)
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{
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if(m_pPed) {
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ScriptCommand(&set_actor_animation_set,m_dwGTAId,szAnim);
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}
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}
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//-----------------------------------------------------------
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void CPlayerPed::SetMoney(int iAmount)
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{
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ScriptCommand(&set_actor_money,m_dwGTAId,0);
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ScriptCommand(&set_actor_money,m_dwGTAId,iAmount);
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}
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//-----------------------------------------------------------
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float CPlayerPed::GetAimZ()
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float CPlayerPed::GetAimZ()
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{
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{
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if(m_pPed) {
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if(m_pPed) {
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