Added sanity checks to vehicle_allow_all_weapons() to prevent an EXCEPTION_ACCESS_VIOLATION on m_vehicle when first entering it. (#2612)
Made the weapons lists in Self->Weapons->Ammunation and Weapon Hotkey sorted by name instead of a completely random order.
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@ -206,7 +206,12 @@ namespace big
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ImGui::PushItemWidth(300);
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if (ImGui::BeginCombo("GUI_TAB_WEAPONS"_T.data(), selected_weapon.c_str()))
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{
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for (auto& weapon : g_gta_data_service->weapons())
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std::map<std::string, weapon_item> sorted_map;
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for (const auto& [_, weapon] : g_gta_data_service->weapons())
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{
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sorted_map.emplace(weapon.m_display_name, weapon);
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}
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for (const auto& weapon : sorted_map)
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{
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bool is_selected = weapon.second.m_hash == selected_weapon_hash;
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if (weapon.second.m_display_name != "NULL" && ImGui::Selectable(weapon.second.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None))
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@ -358,16 +363,21 @@ namespace big
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ImGui::PushItemWidth(300);
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if (ImGui::BeginCombo("GUI_TAB_WEAPONS"_T.data(), weapon.m_display_name.c_str()))
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{
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for (auto& weapon : g_gta_data_service->weapons())
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std::map<std::string, weapon_item> sorted_map;
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for (const auto& [_, weapon_iter] : g_gta_data_service->weapons())
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{
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if (weapon.second.m_display_name == "NULL")
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sorted_map.emplace(weapon_iter.m_display_name, weapon_iter);
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}
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for (const auto& [_, weapon_iter] : g_gta_data_service->weapons())
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{
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if (weapon_iter.m_display_name == "NULL")
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{
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continue;
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}
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bool is_selected = weapon.second.m_hash == weapon_hash;
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if (ImGui::Selectable(weapon.second.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None))
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bool is_selected = weapon_iter.m_hash == weapon_hash;
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if (ImGui::Selectable(weapon_iter.m_display_name.c_str(), is_selected, ImGuiSelectableFlags_None))
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{
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weapon_hash = weapon.second.m_hash;
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weapon_hash = weapon_iter.m_hash;
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}
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if (is_selected)
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{
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