@@ -717,6 +717,7 @@ void CClientPed::Spawn(const CVector& vecPosition, float fRotation, unsigned sho
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m_fHealth = GetMaxHealth ();
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m_pPlayerPed->SetHealth (m_fHealth);
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m_bUsesCollision = true ;
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+ m_pPlayerPed->SetLanding (false );
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}
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else
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{
@@ -1383,6 +1384,8 @@ void CClientPed::WarpIntoVehicle(CClientVehicle* pVehicle, unsigned int uiSeat)
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if (m_pPlayerPed)
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{
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+ m_pPlayerPed->SetLanding (false );
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+
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// Fall tasks
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KillTask (TASK_PRIORITY_EVENT_RESPONSE_TEMP);
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// Swim tasks
@@ -1848,6 +1851,8 @@ void CClientPed::Kill(eWeaponType weaponType, unsigned char ucBodypart, bool bSt
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pTask->MakeAbortable (m_pPlayerPed, ABORT_PRIORITY_URGENT, NULL );
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}
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+ m_pPlayerPed->SetLanding (false );
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+
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// Make sure to remove the jetpack task before setting death tasks (Issue #7860)
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if (HasJetPack ())
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{
@@ -3605,6 +3610,7 @@ void CClientPed::_CreateModel()
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}
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// Restore any settings
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+ m_pPlayerPed->SetLanding (false );
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m_pPlayerPed->SetMatrix (&m_Matrix);
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m_pPlayerPed->SetCurrentRotation (m_fCurrentRotation);
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m_pPlayerPed->SetTargetRotation (m_fTargetRotation);
@@ -3719,6 +3725,8 @@ void CClientPed::_CreateLocalModel()
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m_pPlayerPed->SetModelIndex (m_ulModel);
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}
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+ m_pPlayerPed->SetLanding (false );
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+
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// Give him the default fighting style
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m_pPlayerPed->SetFightingStyle (m_FightingStyle, 6 );
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m_pPlayerPed->SetMoveAnim (m_MoveAnim);
@@ -4317,6 +4325,8 @@ void CClientPed::SetChoking(bool bChoking)
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// His not choking. Make him choke if that's what we're supposed to do.
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if (bChoking)
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{
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+ m_pPlayerPed->SetLanding (false );
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+
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// Remove jetpack now so it doesn't stay on (#9522#c25612)
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if (HasJetPack ())
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SetHasJetPack (false );
@@ -5193,6 +5203,8 @@ void CClientPed::Respawn(CVector* pvecPosition, bool bRestoreState, bool bCamera
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m_pPlayerPed->Respawn (pvecPosition, bCameraCut);
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SetPosition (*pvecPosition);
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+ m_pPlayerPed->SetLanding (false );
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+
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if (bRestoreState)
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{
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// Jax: restore all the things we saved
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