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Fix crashes with FusionSuit active
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d93df18a37
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@ -63,7 +63,7 @@ CInventoryScreen::CInventoryScreen(const CStateManager& mgr, CGuiFrame& frame, c
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CPlayerState& playerState = *mgr.GetPlayerState();
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x19c_samusDoll = std::make_unique<CSamusDoll>(
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suitDgrp, ballDgrp,
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CPlayerState::EPlayerSuit(int(playerState.GetCurrentSuit()) + playerState.IsFusionEnabled() * 4),
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CPlayerState::EPlayerSuit(int(playerState.GetCurrentSuitRaw()) + (playerState.IsFusionEnabled() * 4)),
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playerState.GetCurrentBeam(), playerState.HasPowerUp(CPlayerState::EItemType::SpiderBall),
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playerState.HasPowerUp(CPlayerState::EItemType::GrappleBeam));
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}
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@ -466,7 +466,7 @@ void CPlayer::UpdateMorphBallTransition(float dt, CStateManager& mgr) {
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switch (x2f8_morphBallState) {
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case EPlayerMorphBallState::Unmorphed:
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case EPlayerMorphBallState::Morphed: {
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CPlayerState::EPlayerSuit suit = mgr.GetPlayerState()->GetCurrentSuit();
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CPlayerState::EPlayerSuit suit = mgr.GetPlayerState()->GetCurrentSuitRaw();
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if (mgr.GetPlayerState()->IsFusionEnabled())
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suit = CPlayerState::EPlayerSuit(int(suit) + 4);
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if (x7cc_transitionSuit != suit) {
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