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Implement remaining CStateManager stubs
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@@ -14,10 +14,10 @@ void CMorphBallShadow::GatherAreas(const CStateManager& mgr)
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x18_areas.clear();
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for (const CGameArea& area : *mgr.GetWorld())
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{
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CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::NotOccluded;
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CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::Occluded;
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if (area.IsPostConstructed())
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occState = area.GetPostConstructed()->x10dc_occlusionState;
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if (occState == CGameArea::EOcclusionState::Occluded)
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if (occState == CGameArea::EOcclusionState::Visible)
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x18_areas.push_back(area.GetAreaId());
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}
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}
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@@ -104,10 +104,10 @@ bool CMorphBallShadow::AreasValid(const CStateManager& mgr) const
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auto it = x18_areas.begin();
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for (const CGameArea& area : *mgr.GetWorld())
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{
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CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::NotOccluded;
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CGameArea::EOcclusionState occState = CGameArea::EOcclusionState::Occluded;
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if (area.IsPostConstructed())
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occState = area.GetPostConstructed()->x10dc_occlusionState;
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if (occState != CGameArea::EOcclusionState::Occluded)
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if (occState != CGameArea::EOcclusionState::Visible)
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continue;
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if (it == x18_areas.end())
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return false;
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