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More CPlayer implementations
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@@ -545,7 +545,7 @@ void CStateManager::DrawE3DeathEffect() const
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CPlayer& player = *x84c_player;
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if (player.x9f4_deathTime > 0.f)
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{
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if (player.x2f8_morphTransState != CPlayer::EPlayerMorphBallState::Unmorphed)
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if (player.x2f8_morphBallState != CPlayer::EPlayerMorphBallState::Unmorphed)
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{
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float blurAmt = zeus::clamp(0.f, (player.x9f4_deathTime - 1.f) / (6.f - 1.f), 1.f);
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if (blurAmt > 0.f)
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@@ -1316,7 +1316,7 @@ void CStateManager::KnockBackPlayer(CPlayer& player, const zeus::CVector3f& pos,
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CPlayer::ESurfaceRestraints surface =
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player.x2b0_outOfWaterTicks == 2 ? player.x2ac_surfaceRestraint : CPlayer::ESurfaceRestraints::Water;
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if (surface != CPlayer::ESurfaceRestraints::Normal &&
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player.GetOrbitState() == CPlayer::EPlayerOrbitState::Zero)
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player.GetOrbitState() == CPlayer::EPlayerOrbitState::NoOrbit)
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usePower /= 7.f;
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}
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else
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