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Commit 86b0202

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Fix build
1 parent 0c50da9 commit 86b0202

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2 files changed

+2
-33
lines changed

2 files changed

+2
-33
lines changed

Client/game_sa/CPedSA.cpp

Lines changed: 0 additions & 31 deletions
Original file line numberDiff line numberDiff line change
@@ -671,34 +671,3 @@ void CPedSA::StaticSetHooks()
671671
EZHookInstall(CPed_PreRenderAfterTest);
672672
EZHookInstall(CPed_PreRenderAfterTest_Mid);
673673
}
674-
675-
void CPedSA::GetAttachedSatchels(std::vector<SSatchelsData>& satchelsList) const
676-
{
677-
// Array of projectiles objects
678-
CProjectileSAInterface** projectilesArray = (CProjectileSAInterface**)ARRAY_CProjectile;
679-
CProjectileSAInterface* pProjectileInterface;
680-
681-
// Array of projectiles infos
682-
CProjectileInfoSAInterface* projectilesInfoArray = (CProjectileInfoSAInterface*)ARRAY_CProjectileInfo;
683-
CProjectileInfoSAInterface* pProjectileInfoInterface;
684-
685-
// Loop through all projectiles
686-
for (size_t i = 0; i < PROJECTILE_COUNT; i++)
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{
688-
pProjectileInterface = projectilesArray[i];
689-
690-
// is attached to our ped?
691-
if (!pProjectileInterface || pProjectileInterface->m_pAttachedEntity != m_pInterface)
692-
continue;
693-
694-
// index is always the same for both arrays
695-
pProjectileInfoInterface = &projectilesInfoArray[i];
696-
697-
// We are only interested in satchels
698-
if (!pProjectileInfoInterface || pProjectileInfoInterface->dwProjectileType != eWeaponType::WEAPONTYPE_REMOTE_SATCHEL_CHARGE)
699-
continue;
700-
701-
// Push satchel into the array. There is no need to check the counter because for satchels it restarts until the player detonates the charges
702-
satchelsList.push_back({pProjectileInterface, &pProjectileInterface->m_vecAttachedOffset, &pProjectileInterface->m_vecAttachedRotation});
703-
}
704-
}

Client/game_sa/CWeaponSA.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -133,8 +133,8 @@ bool CWeaponSA::FireBullet(CEntity* firingEntity, const CVector& vecOrigin, cons
133133
FireInstantHit(firingEntity, &vecOrigin, &vecGunMuzzle, nullptr, &vecTarget, nullptr, false, true);
134134

135135
// Fire sound
136-
if (pFiringPlayerPed)
137-
pFiringPlayerPed->AddWeaponAudioEvent(EPedWeaponAudioEventType::FIRE);
136+
if (firingPlayerPed)
137+
firingPlayerPed->AddWeaponAudioEvent(EPedWeaponAudioEventType::FIRE);
138138

139139
// Do post shot lag compensation reset & script events
140140
if (pGame->m_pPostWeaponFireHandler && firingPlayerPed)

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