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Merge branch 'master' into omegapirate
# Conflicts: # Runtime/GuiSys/CAuiImagePane.cpp
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@@ -7,6 +7,7 @@
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#include "DataSpec/DNACommon/Tweaks/ITweakGui.hpp"
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#include "Runtime/CDependencyGroup.hpp"
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#include "Runtime/CRandom16.hpp"
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#include "Runtime/CToken.hpp"
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#include "Runtime/CStateManager.hpp"
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@@ -30,7 +31,6 @@ namespace urde {
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class CActorLights;
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class CArchitectureQueue;
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class CAutoMapper;
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class CDependencyGroup;
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class CGuiCamera;
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class CGuiModel;
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class CModelData;
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@@ -139,7 +139,7 @@ void CSamusHud::InitializeFrameGlueMutable(const CStateManager& mgr) {
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CPlayerState& playerState = *mgr.GetPlayerState();
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CPlayerGun& gun = *player.GetPlayerGun();
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float chargeFactor = gun.IsCharging() ? gun.GetChargeBeamFactor() : 0.f;
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bool missilesActive = gun.GetMissleMode() == CPlayerGun::EMissleMode::Active;
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bool missilesActive = gun.GetMissleMode() == CPlayerGun::EMissileMode::Active;
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bool lockedOnObj = player.GetOrbitTargetId() != kInvalidUniqueId;
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switch (x2bc_nextState) {
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@@ -477,7 +477,7 @@ void CSamusHud::UpdateMissile(float dt, const CStateManager& mgr, bool init) {
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u32 numMissles = playerState.GetItemAmount(CPlayerState::EItemType::Missiles);
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u32 missileCap = playerState.GetItemCapacity(CPlayerState::EItemType::Missiles);
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CPlayerGun::EMissleMode missileMode = gun.GetMissleMode();
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CPlayerGun::EMissileMode missileMode = gun.GetMissleMode();
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float chargeFactor = gun.IsCharging() ? gun.GetChargeBeamFactor() : 0.f;
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if (x294_missileIntf)
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@@ -491,7 +491,7 @@ void CSamusHud::UpdateMissile(float dt, const CStateManager& mgr, bool init) {
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if (numMissles != x2d8_missileAmount)
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x294_missileIntf->SetNumMissiles(numMissles, mgr);
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if (missileMode != x2ec_missileMode)
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x294_missileIntf->SetIsMissilesActive(missileMode == CPlayerGun::EMissleMode::Active);
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x294_missileIntf->SetIsMissilesActive(missileMode == CPlayerGun::EMissileMode::Active);
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}
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x2d8_missileAmount = numMissles;
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x2ec_missileMode = missileMode;
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@@ -600,7 +600,7 @@ void CSamusHud::UpdateCameraDebugSettings() {
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}
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void CSamusHud::UpdateEnergyLow(float dt, const CStateManager& mgr) {
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bool cineCam = TCastToConstPtr<CCinematicCamera>(mgr.GetCameraManager()->GetCurrentCamera(mgr));
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const bool cineCam = TCastToConstPtr<CCinematicCamera>(mgr.GetCameraManager()->GetCurrentCamera(mgr)).IsValid();
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float oldTimer = x57c_energyLowTimer;
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x57c_energyLowTimer = std::fmod(x57c_energyLowTimer + dt, 0.5f);
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@@ -101,7 +101,7 @@ class CSamusHud {
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bool x2e0_27_energyLow : 1;
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u32 x2e4_ = 0;
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u32 x2e8_ = 0;
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CPlayerGun::EMissleMode x2ec_missileMode = CPlayerGun::EMissleMode::Inactive;
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CPlayerGun::EMissileMode x2ec_missileMode = CPlayerGun::EMissileMode::Inactive;
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float x2f0_visorBeamMenuAlpha = 1.f;
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zeus::CVector3f x2f8_fpCamDir;
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zeus::CVector3f x304_basewidgetIdlePos;
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@@ -4,6 +4,7 @@
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#include <string>
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#include <vector>
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#include "Runtime/CDependencyGroup.hpp"
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#include "Runtime/CIOWin.hpp"
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#include "Runtime/CToken.hpp"
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#include "Runtime/RetroTypes.hpp"
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@@ -16,7 +17,6 @@
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#include <zeus/CVector2f.hpp>
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namespace urde {
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class CDependencyGroup;
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class CTexture;
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class CSlideShow : public CIOWin {
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@@ -297,9 +297,9 @@ void CFlaahgra::DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, E
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return;
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}
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case EUserEventType::BeginAction: {
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#ifndef NDEBUG
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printf("BeginAction\n");
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#endif
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//#ifndef NDEBUG
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// printf("BeginAction\n");
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//#endif
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x8e4_26_ = true;
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x7c4_ = GetEndActionTime();
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break;
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