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Fix
Disable Mission Weapon Checks
option
Major skill issue from me apparently - I tried getting the ped from the opcode parameters directly instead of getting it from the pool (which is what the original method does) - since I safeguarded the ped pointer in a custom method (`DoesPedHaveWeapon`) it never crashed. In turn, it was never able to properly return whether a ped has a weapon available, resulting in them having NO weapons available when the opcode was called. Fixes #7
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