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HUD bug fixes
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@@ -75,9 +75,9 @@ CInventoryScreen::CInventoryScreen(const CStateManager& mgr, CGuiFrame& frame, c
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: CPauseScreenBase(mgr, frame, pauseStrg)
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{
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CPlayerState& playerState = *mgr.GetPlayerState();
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x19c_samusDoll = std::make_unique<CSamusDoll>(suitDgrp, ballDgrp, CPlayerState::EPlayerSuit::Phazon
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/*CPlayerState::EPlayerSuit(int(playerState.GetCurrentSuit()) +
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playerState.IsFusionEnabled() * 4)*/,
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x19c_samusDoll = std::make_unique<CSamusDoll>(suitDgrp, ballDgrp,
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CPlayerState::EPlayerSuit(int(playerState.GetCurrentSuit()) +
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playerState.IsFusionEnabled() * 4),
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playerState.GetCurrentBeam(),
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playerState.HasPowerUp(CPlayerState::EItemType::SpiderBall),
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playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam));
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