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zeus constexpr refactor and thermal visor fixes
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@@ -8,7 +8,7 @@
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namespace urde {
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static const CCameraShakeData skHardShake = {
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0.3f, 100.f, 0, zeus::CVector3f::skZero, {}, {1, {0, 0.f, 0.f, 0.3f, -2.f}, {1, 0.f, 0.f, 0.05f, 0.5f}}, {}};
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0.3f, 100.f, 0, zeus::skZero3f, {}, {1, {0, 0.f, 0.f, 0.3f, -2.f}, {1, 0.f, 0.f, 0.05f, 0.5f}}, {}};
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CAuxWeapon::CAuxWeapon(TUniqueId playerId)
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: x0_missile(g_SimplePool->GetObj("Missile"))
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@@ -252,7 +252,7 @@ void CAuxWeapon::LaunchMissile(float dt, bool underwater, bool charged, CPlayerS
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CEnergyProjectile* proj = new CEnergyProjectile(
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true, charged ? x28_combos[int(currentBeam)] : x0_missile, charged ? EWeaponType::Power : EWeaponType::Missile,
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xf, EMaterialTypes::Player, CGunWeapon::GetShotDamageInfo(info, mgr), mgr.AllocateUniqueId(), kInvalidAreaId,
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x6c_playerId, homingId, attrib | EProjectileAttrib::ArmCannon, underwater, zeus::CVector3f::skOne, {}, -1, false);
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x6c_playerId, homingId, attrib | EProjectileAttrib::ArmCannon, underwater, zeus::skOne3f, {}, -1, false);
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mgr.AddObject(proj);
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proj->Think(dt, mgr);
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if (charged) {
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