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Additional CPlayer work
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@@ -23,6 +23,18 @@ class CActorLights;
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class CGunController;
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struct CModelFlags;
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class CStateManager;
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class CWeaponDescription;
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class CVelocityInfo
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{
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friend class CGunWeapon;
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rstl::reserved_vector<zeus::CVector3f, 2> x0_vel;
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rstl::reserved_vector<bool, 2> x1c_;
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rstl::reserved_vector<float, 2> x24_;
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public:
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const zeus::CVector3f& GetVelocity(int i) const { return x0_vel[i]; }
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};
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class CGunWeapon
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{
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public:
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@@ -37,9 +49,14 @@ protected:
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zeus::CVector3f x4_;
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TToken<CAnimCharacterSet> x104_gunCharacter;
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TToken<CAnimCharacterSet> x13c_armCharacter;
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rstl::reserved_vector<TCachedToken<CWeaponDescription>, 2> x144_weapons;
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TToken<CGenDescription> x160_xferEffect;
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rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x16c_muzzleEffects;
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rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x188_secondaryEffects;
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EWeaponType x1c0_weaponType;
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TUniqueId x1c4_uid;
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EMaterialTypes x1c8_matType;
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CVelocityInfo x1d0_velInfo;
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CPlayerState::EBeamId x200_beamId;
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public:
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CGunWeapon(ResId ancsId, EWeaponType type, TUniqueId uid, EMaterialTypes, const zeus::CVector3f& vec);
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@@ -61,6 +78,7 @@ public:
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virtual void Load(bool) {}
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virtual void Unload(CStateManager&) {}
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virtual bool IsLoaded() const {return false;}
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const CVelocityInfo& GetVelocityInfo() const { return x1d0_velInfo; }
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};
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}
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