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fixes
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gamefiles/models/x360btns.txd
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gamefiles/models/x360btns.txd
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@ -1380,7 +1380,7 @@ cSampleManager::Terminate(void)
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bool
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cSampleManager::CheckForAnAudioFileOnCD(void)
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{
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#if !defined(NO_CDCHECK) // TODO: figure out defines
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#if !defined(NO_CDCHECK) // TODO: check steam, probably GTAVC_STEAM_PATCH needs to be added
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char filepath[MAX_PATH];
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strcpy(filepath, m_MiscomPath);
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@ -47,7 +47,6 @@ CEntity *CAnimViewer::pTarget = nil;
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void
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CAnimViewer::Render(void) {
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if (pTarget) {
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// pTarget->GetPosition() = CVector(0.0f, 0.0f, 0.0f); // Only on Mobile
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if (pTarget) {
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#ifdef FIX_BUGS
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if(pTarget->IsPed())
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@ -113,7 +112,7 @@ CAnimViewer::Initialise(void) {
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CTimeCycle::Initialise();
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CCarCtrl::Init();
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CPlayerPed *player = new CPlayerPed();
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player->SetPosition(0.0f, 0.0f, 0.0f); // This is 1000.f for all axes on Xbox, but 0.f on mobile?
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player->SetPosition(1000.0f, 1000.0f, 1000.0f);
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CWorld::Players[0].m_pPed = player;
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CDraw::SetFOV(120.0f);
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CDraw::ms_fLODDistance = 500.0f;
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@ -5053,9 +5053,8 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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float stickX = -(pad->GetCarGunLeftRight());
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float stickY = pad->GetCarGunUpDown();
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// In SA this is for not let num2/num8 move camera when Keyboard & Mouse controls are used.
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// if (CCamera::m_bUseMouse3rdPerson)
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// stickY = 0.0f;
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if (CCamera::m_bUseMouse3rdPerson)
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stickY = 0.0f;
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float xMovement = Abs(stickX) * (FOV / 80.0f * 5.f / 70.f) * stickX * 0.007f * 0.007f;
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float yMovement = Abs(stickY) * (FOV / 80.0f * 3.f / 70.f) * stickY * 0.007f * 0.007f;
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@ -371,7 +371,3 @@ static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually
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#undef PS2_ALPHA_TEST
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#undef NO_ISLAND_LOADING
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#endif
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#ifdef LIBRW
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// these are not supported with librw yet
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#endif
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