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Work on CGameProjectile
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@@ -2092,7 +2092,7 @@ void CPlayer::CalculatePlayerMovementDirection(float dt)
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x500_lookDir.normalize();
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}
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void CPlayer::Stop(CStateManager& stateMgr)
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void CPlayer::UnFreeze(CStateManager& stateMgr)
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{
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if (GetFrozenState())
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{
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@@ -2163,11 +2163,11 @@ void CPlayer::UpdateFrozenState(const CFinalInput& input, CStateManager& mgr)
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if (x750_frozenTimeout > 0.f)
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SetVisorSteam(0.7f, 0.42857146f, 0.071428575f, xa08_steamTextureId, false);
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else
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Stop(mgr);
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UnFreeze(mgr);
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if (x258_movementState == EPlayerMovementState::OnGround ||
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x258_movementState == EPlayerMovementState::FallingMorphed)
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{
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Stop(mgr);
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UnFreeze(mgr);
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ClearForcesAndTorques();
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}
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x7a0_visorSteam.Update(input.DeltaTime());
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@@ -2200,7 +2200,7 @@ void CPlayer::UpdateFrozenState(const CFinalInput& input, CStateManager& mgr)
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g_GameState->SystemOptions().IncrementFrozenFpsCount();
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CHUDMemoParms info(0.f, true, true, true);
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MP1::CSamusHud::DisplayHudMemo(u"", info);
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Stop(mgr);
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UnFreeze(mgr);
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}
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}
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break;
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