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Lots of CPlayer implementations
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@@ -141,7 +141,7 @@ void CSamusHud::InitializeFrameGlueMutable(const CStateManager& mgr)
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CPlayerGun& gun = *player.GetPlayerGun();
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float chargeFactor = gun.IsCharging() ? gun.GetChargeBeamFactor() : 0.f;
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bool missilesActive = gun.GetMissleMode() == CPlayerGun::EMissleMode::Active;
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bool lockedOnObj = player.GetLockonObjectId() != kInvalidUniqueId;
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bool lockedOnObj = player.GetOrbitTargetId() != kInvalidUniqueId;
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switch (x2bc_nextState)
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{
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@@ -501,7 +501,7 @@ void CSamusHud::UpdateFreeLook(float dt, const CStateManager& mgr)
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if (x298_freeLookIntf)
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x298_freeLookIntf->SetFreeLookState(inFreeLook, lookControlHeld,
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player.GetLockonObjectId() != kInvalidUniqueId,
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player.GetOrbitTargetId() != kInvalidUniqueId,
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offHorizonAngle);
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if (x564_freeLookSfx)
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