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Ped: Real weapon fix
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d3f2f4f6ac
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7b2f17826a
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@ -972,20 +972,12 @@ CPed::Attack(void)
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// Anim loop end, either start the loop again or finish the attack
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if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
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if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
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if (ourWeapon->IsFlagSet(WEAPONFLAG_RELOAD) && !reloadAnimAssoc) {
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if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) {
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if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
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CAnimBlendAssociation *newReloadAssoc;
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if (bIsDucking) {
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newReloadAssoc = CAnimManager::BlendAnimation(
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CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(
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GetClump(), ourWeapon->m_AnimToPlay,
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GetCrouchReloadAnim(ourWeapon),
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bIsDucking && GetCrouchReloadAnim(ourWeapon) ? GetCrouchReloadAnim(ourWeapon) : GetReloadAnim(ourWeapon),
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8.0f);
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} else {
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newReloadAssoc = CAnimManager::BlendAnimation(
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GetClump(), ourWeapon->m_AnimToPlay,
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GetReloadAnim(ourWeapon),
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8.0f);
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}
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newReloadAssoc->SetFinishCallback(FinishedReloadCB, this);
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}
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ClearLookFlag();
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@ -1029,7 +1021,6 @@ CPed::Attack(void)
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weaponAnimAssoc->SetCurrentTime(animLoopStart);
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weaponAnimAssoc->SetRun();
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}
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}
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} else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
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weaponAnimAssoc->SetCurrentTime(animLoopEnd);
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weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
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@ -1048,6 +1039,7 @@ CPed::Attack(void)
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weaponAnimAssoc->blendDelta = -4.0f;
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}
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}
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}
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if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
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attackShouldContinue = false;
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