Fix SA build errors
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be1ab9aad9
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e2979432f9
@ -362,7 +362,7 @@ void Game::ClearFreecamStuff()
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{
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m_Freecam::m_bInitDone = false;
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Command<Commands::SET_EVERYONE_IGNORE_PLAYER>(0, false);
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patch::Set<BYTE>(BY_GAME(0xBA6769, 0x86963A), m_Freecam::m_bHudState); // hud
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patch::Set<BYTE>(BY_GAME(0xBA6769, 0x86963A, NULL), m_Freecam::m_bHudState); // hud
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patch::Set<BYTE>(0xBA676C, m_Freecam::m_bRadarState); // radar
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CPad::GetPad(0)->DisablePlayerControls = false;
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@ -61,6 +61,7 @@
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#include <eVehicleClass.h>
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#include <CGangWars.h>
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#include <CZoneInfo.h>
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#include <CTheZones.h>
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#endif
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#include "../depend/fla/IDaccess.h"
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@ -33,7 +33,9 @@ std::string Util::GetLocationName(CVector* pos)
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}
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if (interior == 0)
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{
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return CTheZones::FindSmallestZoneForPosition(*pos, true)->GetTranslatedName() + std::string(", ") + town;
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}
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return std::string("Interior ") + std::to_string(interior) + ", " + town;
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#elif GTAVC
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@ -84,10 +84,14 @@ Vehicle::Vehicle()
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}
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if (vehInstantStart.Pressed())
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{
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Command<Commands::SET_CAR_FORWARD_SPEED>(hveh, 40.0f);
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}
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if (vehInstantStop.Pressed())
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{
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Command<Commands::SET_CAR_FORWARD_SPEED>(hveh, 0);
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}
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if (m_bNoDamage)
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{
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@ -589,16 +593,14 @@ void Vehicle::Draw()
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Ui::CheckboxAddress("All cars have nitro", 0x969165);
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#endif
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#ifdef GTA3
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Ui::CheckboxAddress("Cars fly", 0x95CD75);
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#else
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#ifndef GTA3
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Ui::CheckboxAddress("Aggressive drivers", BY_GAME(0x96914F,0xA10B47, NULL));
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Ui::CheckboxAddress("All taxis have nitro", BY_GAME(0x96918B,0xA10B3A, NULL));
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Ui::CheckboxWithHint("Bikes fly", &m_bBikeFly);
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Ui::CheckboxAddress("Boats fly", BY_GAME(0x969153, 0xA10B11, NULL));
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Ui::CheckboxAddress("Cars fly", BY_GAME(0x969160, 0xA10B28, NULL));
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Ui::CheckboxWithHint("Cars heavy", &m_bVehHeavy);
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#endif
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Ui::CheckboxAddress("Cars fly", BY_GAME(0x969160, 0xA10B28, 0x95CD75));
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Ui::CheckboxWithHint("Cars heavy", &m_bVehHeavy);
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if (Ui::CheckboxWithHint("Damage proof", &m_bNoDamage,
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"Every vehicle entered will be damage proof\nBullet, Collision, Explosion, Fire, Meele etc"))
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{
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@ -68,7 +68,7 @@ Weapon::Weapon()
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}
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#ifdef GTASA
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if (m_bRapidFire && weaponType != BY_GAME(WEAPON_MINIGUN, WEAPONTYPE_MINIGUN)) // mingun doesn't work with rapidfire
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if (m_bRapidFire && weaponType != BY_GAME(WEAPON_MINIGUN, WEAPONTYPE_MINIGUN, WEAPONTYPE_MINIGUN)) // mingun doesn't work with rapidfire
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{
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pWeaponInfo->m_nFlags.bContinuosFire = true;
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