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Various movement and HUD bug fixes
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@@ -437,6 +437,8 @@ void CStateManager::SetActorAreaId(CActor& actor, TAreaId aid)
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area->GetAreaObjects()->RemoveObject(actor.GetUniqueId());
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}
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actor.x4_areaId = aid;
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if (aid == kInvalidAreaId)
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return;
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CGameArea* area = x850_world->GetArea(aid);
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@@ -1825,6 +1827,13 @@ void CStateManager::ProcessInput(const CFinalInput& input)
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x870_cameraManager->ProcessInput(input, *this);
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}
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void CStateManager::UpdateGraphicsTiming(float dt)
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{
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xf14_curTimeMod900 += dt;
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if (xf14_curTimeMod900 > 900.f)
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xf14_curTimeMod900 -= 900.f;
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}
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void CStateManager::Update(float dt)
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{
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CElementGen::SetGlobalSeed(x8d8_updateFrameIdx);
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@@ -1832,10 +1841,6 @@ void CStateManager::Update(float dt)
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CDecal::SetGlobalSeed(x8d8_updateFrameIdx);
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CProjectileWeapon::SetGlobalSeed(x8d8_updateFrameIdx);
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xf14_curTimeMod900 += dt;
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if (xf14_curTimeMod900 > 900.f)
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xf14_curTimeMod900 -= 900.f;
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xf08_pauseHudMessage = {};
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CScriptEffect::ResetParticleCounts();
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