Control updates
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@@ -20,6 +20,8 @@
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#include "WeaponInfo.h"
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#include "World.h"
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//--MIAMI: file done
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bool CSceneEdit::m_bEditOn;
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int32 CSceneEdit::m_bCameraFollowActor;
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bool CSceneEdit::m_bRecording;
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@@ -1070,7 +1072,7 @@ bool CSceneEdit::SelectWeapon(void)
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}
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if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) {
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if (++m_nWeaponType >= WEAPONTYPE_DETONATOR)
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m_nWeaponType = WEAPONTYPE_BASEBALLBAT;
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m_nWeaponType = WEAPONTYPE_BRASSKNUCKLE;
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pActors[m_nActor]->ClearWeapons();
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pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000);
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pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId);
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@@ -1078,7 +1080,7 @@ bool CSceneEdit::SelectWeapon(void)
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}
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else if (CPad::GetPad(1)->GetRightShoulder1JustDown()){
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if (--m_nWeaponType <= WEAPONTYPE_UNARMED)
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m_nWeaponType = WEAPONTYPE_GRENADE;
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m_nWeaponType = WEAPONTYPE_MINIGUN;
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pActors[m_nActor]->ClearWeapons();
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pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000);
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pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId);
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