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Implement CBomb
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@@ -1720,7 +1720,7 @@ void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CSt
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x835_29_powerBombReady = false;
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if (!x835_31_actorAttached)
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{
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x835_28_bombReady = false;
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x835_28_bombReady = true;
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if (x53a_powerBomb != kInvalidUniqueId &&
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!mgr.CanCreateProjectile(x538_playerId, EWeaponType::PowerBomb, 1))
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{
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@@ -2596,11 +2596,12 @@ void CPlayerGun::DropBomb(EBWeapon weapon, CStateManager& mgr)
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if (x308_bombCount <= 0)
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return;
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zeus::CVector3f plPos = mgr.GetPlayer().GetTranslation();
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zeus::CTransform xf = zeus::CTransform::Translate({plPos.x,
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plPos.y, plPos.z + g_tweakPlayer->GetPlayerBallHalfExtent()});
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CBomb* bomb =
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new CBomb(x784_bombEffects[u32(weapon)][0], x784_bombEffects[u32(weapon)][1], mgr.AllocateUniqueId(),
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mgr.GetPlayer().GetAreaId(), x538_playerId, x354_bombFuseTime,
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zeus::CTransform::Translate(zeus::CVector3f{0.f, g_tweakPlayer->GetPlayerBallHalfExtent(), 0.f}),
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g_tweakPlayerGun->GetBombInfo());
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mgr.GetPlayer().GetAreaId(), x538_playerId, x354_bombFuseTime, xf,g_tweakPlayerGun->GetBombInfo());
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mgr.AddObject(bomb);
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if (x308_bombCount == 3)
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