custom gun refactor (#1230)
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@ -7,9 +7,7 @@ namespace big
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{
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void looped::weapons_cage_gun()
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{
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bool bCageGun = g.weapons.custom_weapon == CustomWeapon::CAGE_GUN;
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if (bCageGun)
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if (const bool bCageGun = g.weapons.custom_weapon == CustomWeapon::CAGE_GUN; bCageGun)
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{
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
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{
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@ -8,9 +8,7 @@ namespace big
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{
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void looped::weapons_delete_gun()
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bool bCageGun = g.weapons.custom_weapon == CustomWeapon::DELETE_GUN;
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if (bCageGun)
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if (const bool bDeleteGun = g.weapons.custom_weapon == CustomWeapon::DELETE_GUN; bDeleteGun)
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{
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
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{
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@ -8,9 +8,7 @@ namespace big
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{
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void looped::weapons_repair_gun()
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{
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bool bRepairGun = g.weapons.custom_weapon == CustomWeapon::REPAIR_GUN;
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if (bRepairGun)
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if (const bool bRepairGun = g.weapons.custom_weapon == CustomWeapon::REPAIR_GUN; bRepairGun)
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{
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if (PAD::IS_DISABLED_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_AIM))
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{
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