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Graphics debug groups and bug fixes
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@@ -291,7 +291,7 @@ void CSamusHud::InitializeDamageLight() {
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s16 parentId = x288_loadedSelectedHud->FindWidget("basewidget_pivot")->GetSelfId();
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CGuiWidget::CGuiWidgetParms parms(x288_loadedSelectedHud, false, lightId, parentId, true, true, false,
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g_tweakGuiColors->GetHudDamageLightColor(), CGuiWidget::EGuiModelDrawFlags::Alpha,
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false, false);
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false, false, "DamageSpotLight"s);
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std::shared_ptr<CGuiLight> light = std::make_shared<CGuiLight>(
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parms, CLight::BuildSpot(zeus::skZero3f, zeus::skForward, zeus::skWhite,
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@@ -1382,6 +1382,7 @@ void CSamusHud::Draw(const CStateManager& mgr, float alpha, CInGameGuiManager::E
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bool targetingManager) const {
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if (x2bc_nextState == EHudState::None)
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return;
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SCOPED_GRAPHICS_DEBUG_GROUP("CSamusHud::Draw", zeus::skBlue);
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x3a8_camFilter.Draw();
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if (mgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed) {
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DrawAttachedEnemyEffect(mgr);
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