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HUD rendering bug fixes
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@@ -2481,7 +2481,7 @@ void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, co
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beamFlags.x4_color = zeus::CColor::lerp(zeus::CColor::skWhite, zeus::CColor::skBlack, x39c_phazonMorphT);
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const CGameCamera* cam = mgr.GetCameraManager()->GetCurrentCamera(mgr);
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CGraphics::SetDepthRange(0.03125f, 0.125f);
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CGraphics::SetDepthRange(DEPTH_GUN, DEPTH_WORLD);
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zeus::CTransform offsetWorldXf = zeus::CTransform::Translate(pos) * x4a8_gunWorldXf;
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zeus::CTransform elbowOffsetXf = offsetWorldXf * x508_elbowLocalXf;
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if (x32c_chargePhase != EChargePhase::NotCharging && (x2f8_stateFlags & 0x10) != 0x10)
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@@ -2568,7 +2568,7 @@ void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, co
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RenderEnergyDrainEffects(mgr);
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CGraphics::SetDepthRange(0.125f, 1.f);
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CGraphics::SetDepthRange(DEPTH_WORLD, DEPTH_FAR);
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CGraphics::SetProjectionState(projState);
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}
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