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Working CScriptGunTurret
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@@ -143,6 +143,7 @@ void CInGameGuiManager::DoStateTransition(CStateManager& stateMgr) {
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CDependencyGroup* suitGrp = x5c_pauseScreenDGRPs[suitResIdx].GetObj();
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x48_pauseScreen = std::make_unique<CPauseScreen>(screen, *suitGrp, *suitGrp);
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}
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[[fallthrough]];
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case EInGameGuiState::MapScreen:
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case EInGameGuiState::PauseSaveGame:
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@@ -201,6 +202,7 @@ bool CInGameGuiManager::CheckLoadComplete(CStateManager& stateMgr) {
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}
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x0_iggmPreLoad.Unlock();
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x18_loadPhase = ELoadPhase::PreLoadDeps;
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[[fallthrough]];
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}
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case ELoadPhase::PreLoadDeps: {
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for (CToken& tok : x8_preLoadDeps)
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@@ -212,6 +214,7 @@ bool CInGameGuiManager::CheckLoadComplete(CStateManager& stateMgr) {
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x38_autoMapper = std::make_unique<CAutoMapper>(stateMgr);
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x3c_pauseScreenBlur = std::make_unique<CPauseScreenBlur>();
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x40_samusReflection = std::make_unique<CSamusFaceReflection>(stateMgr);
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[[fallthrough]];
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}
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case ELoadPhase::LoadDeps: {
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if (!x38_autoMapper->CheckLoadComplete())
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@@ -241,6 +244,7 @@ bool CInGameGuiManager::CheckLoadComplete(CStateManager& stateMgr) {
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BeginStateTransition(EInGameGuiState::InGame, stateMgr);
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x18_loadPhase = ELoadPhase::Done;
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[[fallthrough]];
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}
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case ELoadPhase::Done: {
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x34_samusHud->Touch();
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