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[saco] Implement/match FUNC_10015650; writing the abs difference as >= keeps the subtract order and the test ah, 1 form
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@@ -85,6 +85,7 @@ public:
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void FUNC_100B7090(int a1); // .text:100B7090
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void FUNC_100B7840(int a1); // .text:100B7840
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void FUNC_100B7900(float fT); // .text:100B7900
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void FUNC_100B81A0(); // .text:100B81A0
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void FUNC_100B81F0(); // .text:100B81F0
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void FUNC_100B8150(char *szText); // .text:100B8150
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@@ -404,6 +404,38 @@ void CRemotePlayer::FUNC_10017260(BYTE *pSync, int iTime)
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//----------------------------------------------------
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void CRemotePlayer::FUNC_10015650(MATRIX4X4 *pMat, VECTOR *pMoveSpeed, float fT)
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{
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int bTeleport = 0;
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if(!m_pPlayerPed) return;
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if(!field_1E1) return;
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MATRIX4X4 mat;
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VECTOR vecMove;
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float fDiff;
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field_1E1->GetMatrix(&mat);
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if(pMat->pos.X >= mat.pos.X) fDiff = pMat->pos.X - mat.pos.X;
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else fDiff = mat.pos.X - pMat->pos.X;
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if(fDiff > 10.0f) bTeleport = 1;
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if(pMat->pos.Y >= mat.pos.Y) fDiff = pMat->pos.Y - mat.pos.Y;
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else fDiff = mat.pos.Y - pMat->pos.Y;
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if(fDiff > 10.0f || bTeleport)
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field_1E1->TeleportTo(pMat->pos.X, pMat->pos.Y, pMat->pos.Z);
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field_1E1->GetMoveSpeedVector(&vecMove);
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vecMove.X = pMoveSpeed->X;
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vecMove.Y = pMoveSpeed->Y;
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vecMove.Z = pMoveSpeed->Z;
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field_1E1->SetMoveSpeedVector(vecMove);
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field_1E1->FUNC_100B7900(fT);
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}
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//----------------------------------------------------
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void CRemotePlayer::FUNC_10017340(BYTE *pSync, int iTime)
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{
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if(iTime && (iTime - field_1BD) < 0) return;
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@@ -86,6 +86,7 @@ public:
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void FUNC_100148F0(); // .text:100148F0
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void FUNC_10014FF0(); // .text:10014FF0
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void FUNC_10017260(BYTE *pSync, int iTime); // .text:10017260
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void FUNC_10015650(MATRIX4X4 *pMat, VECTOR *pMoveSpeed, float fT); // .text:10015650
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void FUNC_10017340(BYTE *pSync, int iTime); // .text:10017340
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void FUNC_10017440(BYTE *pSync); // .text:10017440
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void FUNC_10014800(); // .text:10014800
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