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Initial working projectiles
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@@ -229,11 +229,11 @@ void CGunWeapon::Fire(bool underwater, float dt, EChargeState chargeState, const
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CDamageInfo dInfo = GetDamageInfo(mgr, chargeState, chargeFactor1);
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zeus::CVector3f scale(chargeState == EChargeState::Normal ? 1.f : chargeFactor2);
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bool partialCharge = chargeState == EChargeState::Normal ? false : !zeus::close_enough(chargeFactor1, 1.f);
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CWeapon::EProjectileAttrib attribs = CWeapon::EProjectileAttrib::ArmCannon;
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EProjectileAttrib attribs = EProjectileAttrib::ArmCannon;
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if (partialCharge)
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attribs |= CWeapon::EProjectileAttrib::PartialCharge;
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attribs |= EProjectileAttrib::PartialCharge;
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if (chargeState == EChargeState::Charged)
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attribs |= CWeapon::EProjectileAttrib::Charged;
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attribs |= EProjectileAttrib::Charged;
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CEnergyProjectile* proj = new CEnergyProjectile(true, x144_weapons[int(chargeState)], x1c0_weaponType,
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xf, x1c8_playerMaterial, dInfo, mgr.AllocateUniqueId(),
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