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fix(Weapon Combo Boxes): use unique ids for weapon combos (#3428)
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@ -130,7 +130,7 @@ namespace big
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components::command_checkbox<"modifyexplosionradius">();
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ImGui::InputFloat("VIEW_WEAPON_EXPLOSION_RADIUS"_T.data(), &g.weapons.set_explosion_radius, .1, 200, "%.1f");
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ImGui::PushID("custom_weapon_view");
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ImGui::SeparatorText("CUSTOM_WEAPONS"_T.data());
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ImGui::Checkbox("VIEW_WEAPON_CUSTOM_GUN_ONLY_FIRES_WHEN_THE_WEAPON_IS_OUT"_T.data(), &g.self.custom_weapon_stop);
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@ -154,6 +154,7 @@ namespace big
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ImGui::EndCombo();
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}
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ImGui::PopID();
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switch (selected)
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{
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@ -228,6 +229,7 @@ namespace big
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ImGui::PopItemWidth();
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}
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ImGui::PushID("ammunation_view");
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if (ImGui::CollapsingHeader("VIEW_WEAPON_AMMUNATION"_T.data()))
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{
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static Hash selected_weapon_hash, selected_weapon_attachment_hash{};
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@ -326,6 +328,7 @@ namespace big
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WEAPON::SET_PED_WEAPON_TINT_INDEX(self::ped, selected_weapon_hash, tint);
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});
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}
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ImGui::PopID();
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if (ImGui::CollapsingHeader("VIEW_WEAPON_PERSIST_WEAPONS"_T.data()))
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{
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ImGui::PushID(1);
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