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fix auto duck cancel bug
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ca4602d788
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@ -5899,17 +5899,21 @@ CPed::Duck(void)
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ClearDuck();
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else if (bIsDucking && bCrouchWhenShooting) {
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CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
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CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
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if (!attackAssoc) {
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CAnimBlendAssociation *crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH);
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if (!crouchAnim) {
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if(GetCrouchFireAnim(weapon))
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attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
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crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
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}
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if (!attackAssoc) {
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if (!crouchAnim) {
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if(GetCrouchReloadAnim(weapon))
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attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
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crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
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}
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if (!attackAssoc) {
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if (!crouchAnim) {
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bIsDucking = false;
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#if defined FIX_BUGS || defined FREE_CAM
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if (IsPlayer())
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bCrouchWhenShooting = false;
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#endif
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}
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}
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}
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