Refactor duration_cast calls to use implicit time calculations without extraneous count calls. (#2333)
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@ -9,9 +9,9 @@ namespace big
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{
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const auto time_now = std::chrono::steady_clock::now();
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const auto elapsed_time_in_ms = std::chrono::duration_cast<std::chrono::milliseconds>(time_now - last_time).count();
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const auto elapsed_time_in_ms = std::chrono::duration_cast<std::chrono::milliseconds>(time_now - last_time);
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if (elapsed_time_in_ms >= 500)
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if (elapsed_time_in_ms >= 500ms)
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{
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last_time = time_now;
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@ -15,9 +15,9 @@ namespace big
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const auto time_now = std::chrono::steady_clock::now();
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const auto elapsed_time_in_ms = std::chrono::duration_cast<std::chrono::milliseconds>(time_now - last_time).count();
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const auto elapsed_time_in_ms = std::chrono::duration_cast<std::chrono::milliseconds>(time_now - last_time);
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if (is_vehicle_gun_selected && !g_gui->is_open() && elapsed_time_in_ms >= 100 && PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_ATTACK)
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if (is_vehicle_gun_selected && !g_gui->is_open() && elapsed_time_in_ms >= 100ms && PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_ATTACK)
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&& (!g.self.custom_weapon_stop || WEAPON::IS_PED_ARMED(self::ped, 4 | 2)))
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{
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Vector3 location = self::pos;
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