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Lots of CPlayer implementations
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@@ -110,10 +110,10 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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if (player->GetOrbitState() == CPlayer::EPlayerOrbitState::Four ||
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player->GetOrbitState() == CPlayer::EPlayerOrbitState::One)
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{
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const CActor* act = TCastToConstPtr<CActor>(mgr.GetObjectById(player->x310_lockonObjectId));
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const CActor* act = TCastToConstPtr<CActor>(mgr.GetObjectById(player->x310_orbitTargetId));
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if (act && act->GetMaterialList().Intersection(CMaterialList(EMaterialTypes::Lava)) != 0)
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{
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zeus::CVector3f v = player->x318_ - eyePos;
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zeus::CVector3f v = player->x314_orbitPoint.y - eyePos;
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if (v.canBeNormalized())
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v.normalize();
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@@ -174,7 +174,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, scaledDt * clampedAngle);
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const CScriptGrapplePoint* gPoint =
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TCastToConstPtr<CScriptGrapplePoint>(mgr.GetObjectById(player->x310_lockonObjectId));
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TCastToConstPtr<CScriptGrapplePoint>(mgr.GetObjectById(player->x310_orbitTargetId));
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if (gPoint && player->x29c_ > 0.f)
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{
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gunFrontVec = x190_gunFollowXf.frontVector();
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