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Lots of HUD-related implementations
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@@ -111,7 +111,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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if (player->x304_ == 4 || player->x304_ == 1)
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{
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const CActor* act = TCastToConstPtr<CActor>(mgr.GetObjectById(player->x310_grapplePointId));
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const CActor* act = TCastToConstPtr<CActor>(mgr.GetObjectById(player->x310_hudPoiId));
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if (act && act->GetMaterialList().Intersection(CMaterialList(EMaterialTypes::Lava)) != 0)
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{
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zeus::CVector3f v = player->x318_ - eyePos;
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@@ -173,7 +173,7 @@ void CFirstPersonCamera::UpdateTransform(CStateManager& mgr, float dt)
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qGun = zeus::CQuaternion::lookAt(rVec, gunFrontVec, scaledDt * clampedAngle);
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const CScriptGrapplePoint* gPoint =
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TCastToConstPtr<CScriptGrapplePoint>(mgr.GetObjectById(player->x310_grapplePointId));
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TCastToConstPtr<CScriptGrapplePoint>(mgr.GetObjectById(player->x310_hudPoiId));
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if (gPoint && player->x29c_ > 0.f)
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{
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gunFrontVec = x190_gunFollowXf.frontVector();
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