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Fix free cam aiming 2
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1 changed files with 8 additions and 3 deletions
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@ -1331,7 +1331,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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#ifdef FREE_CAM
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#ifdef FREE_CAM
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static int8 changedHeadingRate = 0;
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static int8 changedHeadingRate = 0;
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static int8 pointedGun = 0;
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if (changedHeadingRate == 2) changedHeadingRate = 1;
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if (changedHeadingRate == 2) changedHeadingRate = 1;
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if (pointedGun == 2) pointedGun = 1;
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// Rotate player/arm when shooting. We don't have auto-rotation anymore
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// Rotate player/arm when shooting. We don't have auto-rotation anymore
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if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
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if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
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@ -1349,7 +1351,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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SetWeaponLockOnTarget(nil);
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SetWeaponLockOnTarget(nil);
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bIsPointingGunAt = false; // to not stop after attack
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bIsPointingGunAt = false; // to not stop after attack
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}
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}
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pointedGun = 2;
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SetLookFlag(limitedCam, true);
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SetLookFlag(limitedCam, true);
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SetAimFlag(limitedCam);
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SetAimFlag(limitedCam);
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SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
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SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
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@ -1373,8 +1375,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
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m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
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}
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}
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}
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}
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} else if (CAN_AIM_WITH_ARM && m_nPedState != PED_ATTACK)
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}
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ClearPointGunAt();
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}
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}
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#undef CAN_AIM_WITH_ARM
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#undef CAN_AIM_WITH_ARM
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}
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}
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@ -1382,6 +1383,10 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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changedHeadingRate = 0;
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changedHeadingRate = 0;
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RestoreHeadingRate();
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RestoreHeadingRate();
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}
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}
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if (pointedGun == 1 && m_nPedState != PED_ATTACK) {
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pointedGun = 0;
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ClearPointGunAt();
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}
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#endif
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#endif
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if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) {
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if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->m_bCanAim) {
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