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Implement CPlasmaProjectile
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@@ -791,14 +791,14 @@ CEntity* ScriptLoader::LoadNewIntroBoss(CStateManager& mgr, CInputStream& in, in
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CActorParameters actParms = LoadActorParameters(in);
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float f1 = in.readFloatBig();
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CAssetId w1(in);
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CAssetId projectile(in);
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CDamageInfo dInfo(in);
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CAssetId w2(in);
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CAssetId w3(in);
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CAssetId w4(in);
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CAssetId w5(in);
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CAssetId beamContactFxId(in);
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CAssetId beamPulseFxId(in);
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CAssetId beamTextureId(in);
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CAssetId beamGlowTextureId(in);
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const CAnimationParameters& aParms = pInfo.GetAnimationParameters();
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FourCC animType = g_ResFactory->GetResourceTypeById(aParms.GetACSFile());
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@@ -808,7 +808,7 @@ CEntity* ScriptLoader::LoadNewIntroBoss(CStateManager& mgr, CInputStream& in, in
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CAnimRes res(aParms.GetACSFile(), aParms.GetCharacter(), head.x40_scale, aParms.GetInitialAnimation(), true);
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return new MP1::CNewIntroBoss(mgr.AllocateUniqueId(), head.x0_name, info, head.x10_transform, res, pInfo, actParms,
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f1, w1, dInfo, w2, w3, w4, w5);
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f1, projectile, dInfo, beamContactFxId, beamPulseFxId, beamTextureId, beamGlowTextureId);
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}
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CEntity* ScriptLoader::LoadSpawnPoint(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info) {
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