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Work on CPlayerGun
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@@ -110,7 +110,7 @@ public:
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SAdvancementDeltas GetAdvancementDeltas(const CCharAnimTime& a, const CCharAnimTime& b) const;
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void Render(const CStateManager& stateMgr, const zeus::CTransform& xf,
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const CActorLights* lights, const CModelFlags& drawFlags);
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const CActorLights* lights, const CModelFlags& drawFlags) const;
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static EWhichModel GetRenderingModel(const CStateManager& stateMgr);
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CSkinnedModel& PickAnimatedModel(EWhichModel which) const;
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const std::unique_ptr<CBooModel>& PickStaticModel(EWhichModel which) const;
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@@ -134,11 +134,11 @@ public:
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void RenderParticles(const zeus::CFrustum& frustum) const;
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void Touch(EWhichModel, int shaderIdx) const;
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void Touch(const CStateManager& stateMgr, int shaderIdx) const;
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void RenderThermal(const zeus::CTransform& xf, const zeus::CColor& a, const zeus::CColor& b);
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void RenderThermal(const zeus::CTransform& xf, const zeus::CColor& a, const zeus::CColor& b) const;
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void RenderUnsortedParts(EWhichModel, const zeus::CTransform& xf,
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const CActorLights* lights, const CModelFlags& drawFlags);
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const CActorLights* lights, const CModelFlags& drawFlags) const;
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void Render(EWhichModel, const zeus::CTransform& xf,
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const CActorLights* lights, const CModelFlags& drawFlags);
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const CActorLights* lights, const CModelFlags& drawFlags) const;
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void InvSuitDraw(EWhichModel which, const zeus::CTransform& xf, const CActorLights* lights,
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const zeus::CColor& color0, const zeus::CColor& color1);
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