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Working CScriptGunTurret
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@@ -612,6 +612,7 @@ void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr) {
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case CPlayer::EPlayerMorphBallState::Unmorphed:
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if ((x2f8_stateFlags & 0x10) != 0x10)
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HandleWeaponChange(input, mgr);
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[[fallthrough]];
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case CPlayer::EPlayerMorphBallState::Morphed:
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x2f4_fireButtonStates = ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
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x2f4_fireButtonStates |=
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@@ -1038,6 +1039,7 @@ void CPlayerGun::EnableChargeFx(EChargeState state, CStateManager& mgr) {
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case CPlayerState::EBeamId::Plasma:
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case CPlayerState::EBeamId::Power:
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x832_25_chargeEffectVisible = true;
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break;
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default:
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break;
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}
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