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Kangaroo cheat and bug fixes
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
parent
8b36718c0a
commit
27838ae0b2
8 changed files with 72 additions and 39 deletions
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@ -435,6 +435,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagI4 = false;
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bRecordedForReplay = false;
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m_ped_flagI10 = false;
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#ifdef KANGAROO_CHEAT
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m_ped_flagI80 = false;
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#endif
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if ((CGeneral::GetRandomNumber() & 3) == 0)
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m_ped_flagD1 = true;
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@ -461,12 +464,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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for(int i = 0; i < NUM_PED_WEAPONTYPES; i++)
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{
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CWeapon *weapon = GetWeapon(i);
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weapon->m_eWeaponType = WEAPONTYPE_UNARMED;
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weapon->m_eWeaponState = WEAPONSTATE_READY;
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weapon->m_nAmmoInClip = 0;
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weapon->m_nAmmoTotal = 0;
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weapon->m_nTimer = 0;
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CWeapon &weapon = GetWeapon(i);
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weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
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weapon.m_eWeaponState = WEAPONSTATE_READY;
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weapon.m_nAmmoInClip = 0;
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weapon.m_nAmmoTotal = 0;
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weapon.m_nTimer = 0;
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}
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m_lastHitState = 0;
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@ -479,23 +482,27 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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CPopulation::UpdatePedCount(m_nPedType, false);
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}
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void
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uint32
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CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
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{
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if (HasWeapon(weaponType)) {
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if (ammo > 99999)
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m_weapons[weaponType].m_nAmmoTotal = 99999;
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else
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m_weapons[weaponType].m_nAmmoTotal = ammo;
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CWeapon &weapon = GetWeapon(weaponType);
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m_weapons[weaponType].Reload();
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if (HasWeapon(weaponType)) {
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if (weapon.m_nAmmoTotal + ammo > 99999)
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weapon.m_nAmmoTotal = 99999;
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else
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weapon.m_nAmmoTotal += ammo;
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weapon.Reload();
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} else {
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m_weapons[weaponType].Initialise(weaponType, ammo);
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weapon.Initialise(weaponType, ammo);
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// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
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m_maxWeaponTypeAllowed++;
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}
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if (m_weapons[weaponType].m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
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m_weapons[weaponType].m_eWeaponState = WEAPONSTATE_READY;
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if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
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weapon.m_eWeaponState = WEAPONSTATE_READY;
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return weaponType;
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}
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static RwObject*
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@ -1227,8 +1234,8 @@ bool
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CPed::SelectGunIfArmed(void)
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{
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for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
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if (GetWeapon(i)->m_nAmmoTotal > 0) {
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eWeaponType weaponType = GetWeapon(i)->m_eWeaponType;
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if (GetWeapon(i).m_nAmmoTotal > 0) {
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eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
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if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
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SetCurrentWeapon(i);
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return true;
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