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Fix a bug about switching to previous weapon unintendedly
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1 changed files with 11 additions and 0 deletions
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@ -729,10 +729,17 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
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for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
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if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
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if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
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#ifdef FIX_BUGS
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goto switchDetectDone;
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#else
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goto spentAmmoCheck;
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goto spentAmmoCheck;
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#endif
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}
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}
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}
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}
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m_nSelectedWepSlot = 0;
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m_nSelectedWepSlot = 0;
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#ifdef FIX_BUGS
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goto switchDetectDone;
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#endif
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}
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}
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} else if (padUsed->CycleWeaponLeftJustDown()) {
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} else if (padUsed->CycleWeaponLeftJustDown()) {
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
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@ -754,6 +761,10 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
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--m_nSelectedWepSlot;
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--m_nSelectedWepSlot;
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} while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED);
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} while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED);
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#ifdef FIX_BUGS
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goto switchDetectDone;
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#endif
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}
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}
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}
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}
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}
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}
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