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https://github.com/AxioDL/metaforce.git
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More CPlayer imps
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@@ -258,7 +258,7 @@ private:
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float x3a4_ = 0.449f;
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EPlayerScanState x3a8_scanState = EPlayerScanState::NotScanning;
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float x3ac_scanningTime = 0.f;
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float x3b0_ = 0.f;
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float x3b0_curScanTime = 0.f;
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TUniqueId x3b4_scanningObject = kInvalidUniqueId;
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EGrappleState x3b8_grappleState = EGrappleState::None;
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float x3bc_grappleSwingTimer = 0.f;
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@@ -270,10 +270,11 @@ private:
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bool x3dc_inFreeLook = false;
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bool x3dd_freeLookPitchAngleCalculated = false;
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bool x3de_lookControlHeld = false;
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float x3e0_curFreeLookCenteredTime = 0.f;
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float x3e4_ = 0.f;
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float x3e8_ = 0.f;
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float x3e8_horizFreeLookAngleVel = 0.f;
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float x3ec_freeLookPitchAngle = 0.f;
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float x3f0_ = 0.f;
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float x3f0_vertFreeLookAngleVel = 0.f;
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TUniqueId x3f4_aimTarget = kInvalidUniqueId;
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zeus::CVector3f x3f8_targetAimPosition = zeus::CVector3f::skZero;
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TReservedAverage<zeus::CVector3f, 20> x404_aimTargetAverage;
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@@ -305,10 +306,10 @@ private:
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u32 x57c_ = 0;
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u32 x580_ = 0;
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float x588_alpha = 1.f;
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u32 x594_ = 0;
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u32 x658_ = 0;
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u32 x71c_ = 0;
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std::vector<std::unique_ptr<CModelData>> x730_;
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TReservedAverage<zeus::CTransform, 4> x594_transisionBeamXfs;
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TReservedAverage<zeus::CTransform, 4> x658_transitionModelXfs;
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TReservedAverage<float, 4> x71c_transitionModelAlphas;
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std::vector<std::unique_ptr<CModelData>> x730_transitionModels;
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float x740_ = 0.f;
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float x744_ = 0.f;
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float x748_ = 0.f;
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@@ -443,17 +444,18 @@ public:
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void DoPreThink(float dt, CStateManager& mgr);
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void DoThink(float dt, CStateManager& mgr);
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void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float);
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void ValidateScanning(const CFinalInput& input, CStateManager& mgr);
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bool ValidateScanning(const CFinalInput& input, CStateManager& mgr);
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void FinishNewScan(CStateManager& mgr);
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void SetScanningState(EPlayerScanState, CStateManager& mgr);
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void SetSpawnedMorphBallState(EPlayerMorphBallState, CStateManager&);
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bool GetExplorationMode() const;
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bool GetCombatMode() const;
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void RenderGun(const CStateManager& mgr, const zeus::CVector3f&) const;
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void Render(const CStateManager& mgr) const;
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void RenderReflectedPlayer(CStateManager& mgr) const;
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void RenderReflectedPlayer(CStateManager& mgr);
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void PreRender(CStateManager& mgr, const zeus::CFrustum&);
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void CalculateRenderBounds();
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void AddToRenderer(const zeus::CFrustum&, const CStateManager&);
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void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const;
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void ComputeFreeLook(const CFinalInput& input);
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void UpdateFreeLookState(const CFinalInput&, float dt, CStateManager&);
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void UpdateFreeLook(float dt);
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@@ -494,6 +496,7 @@ public:
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void HolsterGun(CStateManager& mgr);
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EPlayerCameraState GetCameraState() const { return x2f4_cameraState; }
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EPlayerMorphBallState GetMorphballTransitionState() const { return x2f8_morphTransState; }
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bool IsMorphBallTransitioning() const;
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void UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float);
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float GetGravity() const;
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void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float);
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