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Finish CGrappleArm
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@@ -127,8 +127,8 @@ public:
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bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle) { return false; }
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void UnLoadFidget() {}
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bool IsFidgetLoaded() const { return x100_gunController->IsFidgetLoaded(); }
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void AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
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{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), parm2); }
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void AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 animSet)
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{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), animSet); }
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
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{ x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2); }
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bool HasSolidModelData() const { return x10_solidModelData.operator bool(); }
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