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-rw-r--r--src/peds/PlayerPed.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index b0b82640..e486d4ce 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -1057,7 +1057,7 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
// nextTarget = nil; // duplicate
float lastCloseness = -10000.0f;
// CGeneral::GetATanOfXY(GetForward().x, GetForward().y); // unused
- CVector distVec = previousTarget->GetPosition() - GetPosition();
+ CVector distVec = previousTarget->GetPosition() - TheCamera.GetPosition();
float referenceBeta = CGeneral::GetATanOfXY(distVec.x, distVec.y);
for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) {
@@ -1069,7 +1069,7 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
&& (!pedToCheck->bInVehicle || (pedToCheck->m_pMyVehicle && pedToCheck->m_pMyVehicle->IsBike()))
#endif
&& pedToCheck->m_leader != this && !pedToCheck->bNeverEverTargetThisPed
- && OurPedCanSeeThisOne(pedToCheck) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) {
+ && OurPedCanSeeThisOne(pedToCheck, true) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) {
EvaluateNeighbouringTarget(pedToCheck, &nextTarget, &lastCloseness,
weaponRange, referenceBeta, lookToLeft, IsThisPedAnAimingPriority(pedToCheck));
@@ -1195,7 +1195,7 @@ CPlayerPed::ProcessAnimGroups(void)
GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
groupToSet = ASSOCGRP_PLAYERCHAINSAW;
else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI
- // I hope this is a inlined function...
+ // I hope this is an inlined function...
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5
&& GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA