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Lots of HUD-related implementations
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@@ -1372,7 +1372,7 @@ void CStateManager::ApplyDamageToWorld(TUniqueId damager, const CActor& actor, c
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if (player->GetFrozenState())
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{
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g_GameState->SystemOptions().IncrFreezeBreakCount();
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SHudMemoInfo info = {0.f, true, true, true};
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CHUDMemoParms info = {0.f, true, true, true};
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MP1::CSamusHud::DisplayHudMemo(u"", info);
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player->Stop(*this);
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}
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@@ -1973,13 +1973,13 @@ void CStateManager::UpdateHintState(float dt)
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{
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if (nextHintIdx == -1)
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{
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SHudMemoInfo memoInfo = {0.f, true, true, true};
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CHUDMemoParms memoInfo = {0.f, true, true, true};
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MP1::CSamusHud::DisplayHudMemo(u"", memoInfo);
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}
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else
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{
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const CGameHintInfo::CGameHint& data = g_MemoryCardSys->GetHints()[nextHintIdx];
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SHudMemoInfo memoInfo = {0.f, true, false, true};
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CHUDMemoParms memoInfo = {0.f, true, false, true};
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MP1::CSamusHud::DeferHintMemo(data.GetStringID(), hintPeriods, memoInfo);
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}
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xeec_hintIdx = nextHintIdx;
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