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All animation nodes implemented
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@@ -415,17 +415,18 @@ void CPlayerGun::StopChargeSound(CStateManager& mgr)
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}
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}
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void CPlayerGun::ResetCharge(CStateManager& mgr, bool b1)
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void CPlayerGun::ResetCharge(CStateManager& mgr, bool resetBeam)
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{
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if (x32c_chargePhase != EChargePhase::NotCharging)
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StopChargeSound(mgr);
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if ((x2f8_stateFlags & 0x8) != 0x8 && (x2f8_stateFlags & 0x10) != 0x10)
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{
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bool r30 = !(mgr.GetPlayer().GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed && !b1);
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if (x832_27_chargeAnimStarted || r30)
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bool doResetBeam = mgr.GetPlayer().GetMorphballTransitionState() ==
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CPlayer::EPlayerMorphBallState::Morphed || resetBeam;
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if (x832_27_chargeAnimStarted || doResetBeam)
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PlayAnim(NWeaponTypes::EGunAnimType::BasePosition, false);
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if (r30)
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if (doResetBeam)
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x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);
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if ((x2f8_stateFlags & 0x2) != 0x2 || x330_chargeState != EChargeState::Normal)
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{
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@@ -2559,7 +2560,7 @@ void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, co
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}
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oldViewMtx = CGraphics::g_ViewMatrix;
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CGraphics::SetModelMatrix(offsetWorldXf.inverse() * oldViewMtx);
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CGraphics::SetViewPointMatrix(offsetWorldXf.inverse() * oldViewMtx);
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CGraphics::SetModelMatrix(zeus::CTransform::Identity());
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x72c_currentBeam->PostRenderGunFx(mgr, offsetWorldXf);
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if (x832_26_comboFiring && x77c_comboXferGen)
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