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Collision flags and SFX type handling
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@@ -130,7 +130,16 @@ void CPlayer::UpdateFootstepBounds(const CFinalInput& input, CStateManager&, flo
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u16 CPlayer::GetMaterialSoundUnderPlayer(CStateManager& mgr, const u16*, int, u16) { return 0; }
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u16 CPlayer::SfxIdFromMaterial(const CMaterialList&, const u16*, u16) { return 0; }
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u16 CPlayer::SfxIdFromMaterial(const CMaterialList& mat, const u16* idList, u32 tableLen, u16 defId)
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{
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u16 id = defId;
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for (u32 i = 0 ; i < tableLen; ++i)
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{
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if (mat.HasMaterial(EMaterialTypes(i)) && idList[i] != 0xFFFF)
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id = idList[i];
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}
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return id;
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}
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void CPlayer::UpdateCrosshairsState(const CFinalInput&) {}
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