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Initial round of CMorphBall implementations
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@@ -374,7 +374,7 @@ private:
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bool x9c5_27_camSubmerged : 1;
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bool x9c5_28_slidingOnWall : 1;
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bool x9c5_29_hitWall : 1;
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bool x9c5_30_ : 1;
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bool x9c5_30_selectFluidBallSound : 1;
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bool x9c5_31_stepCameraZBiasDirty : 1;
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bool x9c6_24_extendTargetDistance : 1;
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bool x9c6_25_interpolatingControlDir : 1;
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@@ -512,7 +512,7 @@ public:
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void SetVisorSteam(float, float, float, CAssetId, bool);
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void UpdateFootstepSounds(const CFinalInput& input, CStateManager&, float);
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u16 GetMaterialSoundUnderPlayer(CStateManager& mgr, const u16*, u32, u16);
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u16 SfxIdFromMaterial(const CMaterialList&, const u16*, u32, u16);
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static u16 SfxIdFromMaterial(const CMaterialList&, const u16*, u32, u16);
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void UpdateCrosshairsState(const CFinalInput&);
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void UpdateVisorTransition(float, CStateManager& mgr);
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void UpdateVisorState(const CFinalInput&, float, CStateManager& mgr);
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