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CPlasmaProjectile: Make PlayerEffectResource instances contain CAssetIds
Uses the wrapper type instead of the raw type.
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@@ -53,12 +53,14 @@ CPlasmaProjectile::CPlasmaProjectile(const TToken<CWeaponDescription>& wDesc, st
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x51c_pulseGen = std::make_unique<CElementGen>(x50c_pulseFxDesc, CElementGen::EModelOrientationType::Normal);
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x524_freezeSteamTxtr = res[0];
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x528_freezeIceTxtr = res[1];
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if (res[2] != UINT64_MAX)
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if (res[2].IsValid()) {
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x52c_visorElectric = g_SimplePool->GetObj(SObjectTag{FOURCC('ELSC'), res[2]});
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if (res[3] != UINT64_MAX)
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}
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if (res[3].IsValid()) {
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x538_visorParticle = g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), res[3]});
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x544_freezeSfx = CSfxManager::TranslateSFXID(res[4]);
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x546_electricSfx = CSfxManager::TranslateSFXID(res[5]);
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}
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x544_freezeSfx = CSfxManager::TranslateSFXID(u16(res[4].Value()));
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x546_electricSfx = CSfxManager::TranslateSFXID(u16(res[5].Value()));
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x518_contactGen->SetGlobalScale(zeus::CVector3f(bInfo.GetContactFxScale()));
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x51c_pulseGen->SetGlobalScale(zeus::CVector3f(bInfo.GetPulseFxScale()));
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x518_contactGen->SetParticleEmission(false);
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