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CElitePirate: Implement AttractProjectiles; fix CGameProjectile material list
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@@ -56,6 +56,7 @@ public:
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[[nodiscard]] float GetAttackChance() const { return x10_attackChance; }
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[[nodiscard]] float GetShotAtTime() const { return x14_shotAtTime; }
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[[nodiscard]] float GetShotAtTimeVariance() const { return x18_shotAtTimeVariance; }
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[[nodiscard]] float GetX1C() const { return x1c_; }
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[[nodiscard]] CAssetId GetX20() const { return x20_; }
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[[nodiscard]] u16 GetSFXAbsorb() const { return x24_sfxAbsorb; }
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[[nodiscard]] const CActorParameters& GetLauncherActParams() const { return x28_launcherActParams; }
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@@ -213,17 +214,19 @@ private:
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bool sub_80227430(const CDamageInfo& info) const;
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void sub_80228634(CStateManager& mgr);
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void sub_802285c4(CStateManager& mgr);
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void sub_80227a90(CStateManager& mgr);
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void AttractProjectiles(CStateManager& mgr);
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void sub_802277e0(CStateManager& mgr, float dt);
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bool sub_80229208();
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void sub_80228e50(float dt);
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bool IsAttractingEnergy();
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void UpdateTimers(float dt);
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void sub_80228798();
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void sub_802289dc(CStateManager& mgr, TUniqueId& uid, std::string_view name);
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void UpdateActorTransform(CStateManager& mgr, TUniqueId& uid, std::string_view name);
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void sub_80228e84(CStateManager& mgr);
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void ExtendTouchBounds(CStateManager& mgr, const rstl::reserved_vector<TUniqueId, 7>& uids,
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const zeus::CVector3f& vec);
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void ExtendTouchBounds(const CStateManager& mgr, const rstl::reserved_vector<TUniqueId, 7>& uids,
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const zeus::CVector3f& vec) const;
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bool ShouldFireFromLauncher(CStateManager& mgr, TUniqueId launcherId);
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bool ShouldCallForBackupFromLauncher(CStateManager& mgr, TUniqueId uid);
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bool ShouldCallForBackupFromLauncher(const CStateManager& mgr, TUniqueId uid) const;
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bool IsClosestEnergyAttractor(const CStateManager& mgr, const rstl::reserved_vector<TUniqueId, 1024>& charNearList,
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const zeus::CVector3f& projectilePos) const;
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};
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} // namespace MP1
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} // namespace urde
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