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HUD rendering bug fixes
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@@ -598,7 +598,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
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//if (x3c_pauseScreenBlur->IsGameDraw())
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{
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x34_samusHud->GetTargetingManager().Draw(stateMgr, true);
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CGraphics::SetDepthRange(0.015625f, 0.03125f);
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CGraphics::SetDepthRange(DEPTH_SCREEN_ACTORS, DEPTH_GUN);
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bool scanVisor = stateMgr.GetPlayerState()->GetActiveVisor(stateMgr) == CPlayerState::EPlayerVisor::Scan;
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if (drawVisor && x1f0_enablePlayerVisor)
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{
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@@ -612,7 +612,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
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x40_samusReflection->Draw(stateMgr);
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if (drawVisor)
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{
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CGraphics::SetDepthRange(0.001953125f, 0.015625f);
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CGraphics::SetDepthRange(DEPTH_HUD, DEPTH_SCREEN_ACTORS);
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if (staticAlpha > 0.f)
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m_randomStatic.draw(zeus::CColor(1.f, staticAlpha), 1.f);
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x34_samusHud->Draw(stateMgr, x1f4_visorStaticAlpha * (1.f - staticAlpha),
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@@ -621,7 +621,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
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}
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}
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float preDrawBlur = true;
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bool preDrawBlur = true;
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if (x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame)
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if (x1bc_prevState != EInGameGuiState::MapScreen && x1c0_nextState != EInGameGuiState::MapScreen)
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preDrawBlur = false;
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@@ -647,7 +647,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
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mapAlpha = 0.f;
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x34_samusHud->GetBaseHudFrame()->GetFrameCamera()->Draw(CGuiWidgetDrawParms(0.f, zeus::CVector3f::skZero));
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CGraphics::SetDepthRange(0.f, 0.001953125f);
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CGraphics::SetDepthRange(DEPTH_NEAR, DEPTH_HUD);
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x148_model_automapper->SetIsVisible(true);
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x148_model_automapper->Draw(CGuiWidgetDrawParms(1.f, zeus::CVector3f::skZero));
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// ZTest no write
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