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Scan visor and waterbox fix
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@@ -385,13 +385,13 @@ void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor&
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CGameCollision::BuildAreaCollisionCache(mgr, cache);
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CPlayer& player = static_cast<CPlayer&>(actor);
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player.x9c5_28_slidingOnWall = false;
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bool startingJump = player.x258_movementState == CPlayer::EPlayerMovementState::StartingJump;
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bool startingJump = player.x258_movementState == CPlayer::EPlayerMovementState::ApplyJump;
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bool dampUnderwater = false;
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if (player.x9c4_31_dampUnderwaterMotion)
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if (!mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GravitySuit))
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dampUnderwater = true;
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bool noJump = (player.x258_movementState != CPlayer::EPlayerMovementState::StartingJump &&
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bool noJump = (player.x258_movementState != CPlayer::EPlayerMovementState::ApplyJump &&
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player.x258_movementState != CPlayer::EPlayerMovementState::Jump);
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float stepDown = player.GetStepDownHeight();
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