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Working CScriptGunTurret
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@@ -267,6 +267,7 @@ void CSamusHud::InitializeFrameGlueMutable(const CStateManager& mgr) {
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}
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case EHudState::None:
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UninitializeFrameGlueMutable();
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break;
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default:
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break;
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}
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@@ -1137,10 +1138,13 @@ void CSamusHud::Update(float dt, const CStateManager& mgr, CInGameGuiManager::EH
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break;
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case CInGameGuiManager::EHelmetVisMode::GlowHelmetDeco:
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glowVisible = true;
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[[fallthrough]];
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case CInGameGuiManager::EHelmetVisMode::HelmetDeco:
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helmetVisible = true;
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[[fallthrough]];
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case CInGameGuiManager::EHelmetVisMode::Deco:
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decoVisible = true;
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break;
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default:
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break;
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}
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@@ -1492,6 +1496,7 @@ void CSamusHud::UpdateStateTransition(float dt, const CStateManager& mgr) {
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}
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if (x2c4_activeTransState != ETransitionState::Loading)
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return;
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[[fallthrough]];
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case ETransitionState::Loading:
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if (x278_selectedHud) {
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if (!x278_selectedHud.IsLoaded() || !x278_selectedHud->GetIsFinishedLoading())
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@@ -1513,6 +1518,7 @@ void CSamusHud::UpdateStateTransition(float dt, const CStateManager& mgr) {
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x2c8_transT = std::min(1.f, 5.f * dt + x2c8_transT);
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if (x2c8_transT == 1.f)
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x2c4_activeTransState = ETransitionState::NotTransitioning;
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break;
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default:
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break;
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}
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@@ -1524,17 +1530,20 @@ bool CSamusHud::CheckLoadComplete(CStateManager& stateMgr) {
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if (!x8_targetingMgr.CheckLoadComplete())
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return false;
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x4_loadPhase = ELoadPhase::One;
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[[fallthrough]];
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case ELoadPhase::One:
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UpdateStateTransition(1.f, stateMgr);
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if (x2bc_nextState != x2c0_setState)
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return false;
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x4_loadPhase = ELoadPhase::Two;
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[[fallthrough]];
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case ELoadPhase::Two:
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if (!x264_loadedFrmeHelmet->GetIsFinishedLoading())
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return false;
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if (!x274_loadedFrmeBaseHud->GetIsFinishedLoading())
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return false;
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x4_loadPhase = ELoadPhase::Three;
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[[fallthrough]];
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case ELoadPhase::Three:
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return true;
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default:
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