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Various movement and HUD bug fixes
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@@ -1762,9 +1762,6 @@ void CPlayer::ProcessInput(const CFinalInput& input, CStateManager& mgr)
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if (input.ControllerIdx() != 0)
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return;
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if (input.PLTrigger())
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Teleport(zeus::CTransform::Translate(-73.1577f, 155.273f, 0.f), mgr, true);
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if (x2f8_morphBallState != EPlayerMorphBallState::Morphed)
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UpdateScanningState(input, mgr, input.DeltaTime());
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@@ -5774,9 +5771,8 @@ float CPlayer::ForwardInput(const CFinalInput& input, float turnInput) const
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zeus::CVector3f velFlat = x138_velocity;
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velFlat.z = 0.f;
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if (x3dc_inFreeLook || x3dd_lookButtonHeld)
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if (x258_movementState != EPlayerMovementState::OnGround)
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if (std::fabs(velFlat.magnitude()) < 0.00001f)
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return 0.f;
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if (x258_movementState == EPlayerMovementState::OnGround || std::fabs(velFlat.magnitude()) < 0.00001f)
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return 0.f;
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}
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return zeus::clamp(-1.f, forwards - backwards * g_tweakPlayer->GetBackwardsForceMultiplier(), 1.f);
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