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https://github.com/mrxenginner/reVC.git
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fixes
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@@ -2711,10 +2711,9 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
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CollectParameters(&m_nIp, 1);
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CPed* ped = CPools::GetPedPool()->GetAt(ScriptParams[0]);
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script_assert(ped);
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CVehicle* pCurrent = nil;
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if (ped->bInVehicle) {
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pCurrent = ped->m_pMyVehicle;
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}
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if(!ped->bInVehicle)
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return 0;
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CVehicle* pCurrent = ped->m_pMyVehicle;
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script_assert(pCurrent); // GetIndex(0) doesn't look good
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int handle = CPools::GetVehiclePool()->GetIndex(pCurrent);
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if (handle != CTheScripts::StoreVehicleIndex && m_bIsMissionScript){
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+1
-1
@@ -371,7 +371,7 @@ enum Config {
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#define LEGACY_MENU_OPTIONS // i.e. frame sync(vsync)
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#define MUCH_SHORTER_OUTRO_SCREEN
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// #define XBOX_MESSAGE_SCREEN // Blue background, no "saved successfully press OK" screen etc.
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# define CUSTOM_FRONTEND_OPTIONS
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#define CUSTOM_FRONTEND_OPTIONS
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# ifdef CUSTOM_FRONTEND_OPTIONS
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# define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable
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@@ -236,7 +236,7 @@ CPhysical::GetBoundRect(void)
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void
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CPhysical::AddToMovingList(void)
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{
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if (!bIsStaticWaitingForCollision)
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if(!bIsStaticWaitingForCollision && !CWorld::GetMovingEntityList().FindItem(this))
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m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
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}
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@@ -1369,7 +1369,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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SetAimFlag(limitedCam);
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SetLookTimer(INT32_MAX);
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((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
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if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) {
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if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) {
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// This is a seperate ped state just for pointing gun. Used for target button
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SetPointGunAt(nil);
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}
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@@ -1587,15 +1587,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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if ( !victimObject->bInfiniteMass && victimObject->m_fCollisionDamageMultiplier < 99.9f)
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{
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bool notStatic = !victimObject->GetIsStatic();
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if (notStatic && victimObject->m_fUprootLimit <= 0.0f)
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if(victimObject->GetIsStatic() && victimObject->m_fUprootLimit <= 0.0f)
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{
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victimObject->SetIsStatic(false);
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victimObject->AddToMovingList();
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}
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notStatic = !victimObject->GetIsStatic();
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if (!notStatic)
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if(!victimObject->GetIsStatic())
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{
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CVector moveForce = point->normal * -4.0f;
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victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
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