Adding getters and setters for type and status
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@ -990,7 +990,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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}
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else
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{
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switch ( victim->m_type )
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switch ( victim->GetType() )
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{
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case ENTITY_TYPE_BUILDING:
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{
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@ -1065,7 +1065,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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}
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}
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switch ( victim->m_type )
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switch ( victim->GetType() )
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{
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case ENTITY_TYPE_BUILDING:
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{
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@ -1256,7 +1256,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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}
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else
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{
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switch ( victim->m_type )
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switch ( victim->GetType() )
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{
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case ENTITY_TYPE_VEHICLE:
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{
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@ -1315,7 +1315,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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}
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}
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switch ( victim->m_type )
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switch ( victim->GetType() )
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{
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case ENTITY_TYPE_BUILDING:
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{
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@ -1724,7 +1724,7 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
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else
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CGlass::WasGlassHitByBullet(victim, point.point);
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switch ( victim->m_type )
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switch ( victim->GetType() )
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{
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case ENTITY_TYPE_BUILDING:
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{
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@ -1796,10 +1796,10 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
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if ( (CEntity*)shooterPed != victim && shooterPed->CanSeeEntity(victim, DEGTORAD(22.5f)) )
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{
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if ( !(victim->m_status == STATUS_TRAIN_MOVING
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|| victim->m_status == STATUS_TRAIN_NOT_MOVING
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|| victim->m_status == STATUS_HELI
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|| victim->m_status == STATUS_PLANE) )
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if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
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|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
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|| victim->GetStatus() == STATUS_HELI
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|| victim->GetStatus() == STATUS_PLANE) )
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{
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float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
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float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
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@ -1866,10 +1866,10 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
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if ( shooter != victim && driver != victim )
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{
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if ( !(victim->m_status == STATUS_TRAIN_MOVING
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|| victim->m_status == STATUS_TRAIN_NOT_MOVING
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|| victim->m_status == STATUS_HELI
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|| victim->m_status == STATUS_PLANE) )
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if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
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|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
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|| victim->GetStatus() == STATUS_HELI
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|| victim->GetStatus() == STATUS_PLANE) )
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{
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if ( !(victim->IsVehicle() && victim->bRenderScorched) )
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{
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@ -2086,7 +2086,7 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
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((CVehicle *)victim)->InflictDamage(nil, WEAPONTYPE_UZI, damage);
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//BUG ? no CGlass::WasGlassHitByBullet
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switch ( victim->m_type )
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switch ( victim->GetType() )
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{
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case ENTITY_TYPE_BUILDING:
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{
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