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Reformat pass
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@@ -248,9 +248,9 @@ void CPlayerGun::CreateGunLight(CStateManager& mgr) {
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if (x53c_lightId != kInvalidUniqueId)
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return;
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x53c_lightId = mgr.AllocateUniqueId();
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CGameLight* light = new CGameLight(x53c_lightId, kInvalidAreaId, false, "GunLite", x3e8_xf, x538_playerId,
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CLight::BuildDirectional(zeus::skForward, zeus::skBlack),
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x53c_lightId.Value(), 0, 0.f);
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CGameLight* light =
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new CGameLight(x53c_lightId, kInvalidAreaId, false, "GunLite", x3e8_xf, x538_playerId,
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CLight::BuildDirectional(zeus::skForward, zeus::skBlack), x53c_lightId.Value(), 0, 0.f);
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mgr.AddObject(light);
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}
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@@ -1427,8 +1427,8 @@ void CPlayerGun::ProcessChargeState(u32 releasedStates, u32 pressedStates, CStat
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if ((releasedStates & 0x1) != 0)
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ResetCharged(dt, mgr);
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if ((pressedStates & 0x1) != 0) {
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if (x32c_chargePhase == EChargePhase::NotCharging && (pressedStates & 0x1) != 0 && x348_chargeCooldownTimer == 0.f &&
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x832_28_readyForShot) {
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if (x32c_chargePhase == EChargePhase::NotCharging && (pressedStates & 0x1) != 0 &&
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x348_chargeCooldownTimer == 0.f && x832_28_readyForShot) {
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UpdateNormalShotCycle(dt, mgr);
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x32c_chargePhase = EChargePhase::ChargeRequested;
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}
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@@ -1712,8 +1712,8 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
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(x2f8_stateFlags & 0x8) != 0x8 && x364_gunStrikeCoolTimer <= 0.f &&
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player.GetPlayerMovementState() == CPlayer::EPlayerMovementState::OnGround && !player.IsInFreeLook() &&
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!player.GetFreeLookStickState() && player.GetOrbitState() == CPlayer::EPlayerOrbitState::NoOrbit &&
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std::fabs(player.GetAngularVelocityOR().angle()) <= 0.1f &&
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camBobT <= 0.01f && !mgr.GetCameraManager()->IsInCinematicCamera() &&
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std::fabs(player.GetAngularVelocityOR().angle()) <= 0.1f && camBobT <= 0.01f &&
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!mgr.GetCameraManager()->IsInCinematicCamera() &&
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player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn &&
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player.GetGrappleState() == CPlayer::EGrappleState::None && !x834_30_inBigStrike && !x835_25_inPhazonBeam);
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if (x833_24_notFidgeting) {
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@@ -2101,7 +2101,8 @@ void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frust
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void CPlayerGun::RenderEnergyDrainEffects(const CStateManager& mgr) const {
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if (const TCastToConstPtr<CPlayer> player = mgr.GetObjectById(x538_playerId)) {
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for (const auto& source : player->GetEnergyDrain().GetEnergyDrainSources()) {
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if (const auto* metroid = CPatterned::CastTo<MP1::CMetroidBeta>(mgr.GetObjectById(source.GetEnergyDrainSourceId()))) {
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if (const auto* metroid =
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CPatterned::CastTo<MP1::CMetroidBeta>(mgr.GetObjectById(source.GetEnergyDrainSourceId()))) {
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metroid->RenderHitGunEffect();
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return;
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}
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