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[saco] Remove commented codes in playerped.cpp
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@ -69,31 +69,11 @@ void CPlayerPed::ResetPointers()
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void CPlayerPed::SetInitialState()
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{
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DWORD dwPedPtr = (DWORD)m_pPed;
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//int iPlayerNumber = 0;
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//DWORD dwPlayerActorID = 0;
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_asm push 0
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_asm mov ecx, dwPedPtr
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_asm mov edx, 0x60CD20 ; internal_CPlayerPed_SetInitialState
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_asm call edx
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/* DESTROY METHOD
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_asm mov ecx, dwPedPtr
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_asm mov ebx, [ecx] ; vtable
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_asm push 1
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_asm call [ebx] ; destroy
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*/
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// CREATE PLAYER
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/*
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ScriptCommand(&create_player, &iPlayerNumber, x, y, z, &dwPlayerActorID);
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ScriptCommand(&create_actor_from_player,&iPlayerNumber,&dwPlayerActorID);
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m_dwGTAId = dwPlayerActorID;
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m_pPed = GamePool_Ped_GetAt(m_dwGTAId);
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m_bytePlayerNumber = 0;
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m_pEntity = (ENTITY_TYPE *)GamePool_Ped_GetAt(m_dwGTAId);
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*/
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}
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//-----------------------------------------------------------
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@ -321,8 +301,6 @@ void CPlayerPed::GiveWeapon(int iWeaponID, int iAmmo)
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while(!pGame->IsModelLoaded(iModelID)) Sleep(1);
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}
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//ScriptCommand(&give_actor_weapon,this->m_dwGTAId,iWeaponID,iAmmo);
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*pbyteCurrentPlayer = m_bytePlayerNumber;
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GameStoreLocalPlayerWeaponSkills();
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@ -342,8 +320,6 @@ void CPlayerPed::GiveWeapon(int iWeaponID, int iAmmo)
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SetArmedWeapon(iWeaponID, false);
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*pbyteCurrentPlayer = 0;
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//pGame->RemoveModel(iModelID);
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}
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//-----------------------------------------------------------
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