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https://github.com/AxioDL/metaforce.git
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Move weapon code to RuntimeWeapon
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@@ -3,7 +3,7 @@
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#include "Camera/CGameCamera.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "CSortedLists.hpp"
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#include "CWeaponMgr.hpp"
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#include "Weapon/CWeaponMgr.hpp"
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#include "CFluidPlaneManager.hpp"
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#include "World/CEnvFxManager.hpp"
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#include "World/CActorModelParticles.hpp"
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@@ -17,7 +17,7 @@
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#include "CPlayerState.hpp"
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#include "CGameState.hpp"
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#include "World/CPlayer.hpp"
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#include "World/CPlayerGun.hpp"
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#include "Weapon/CPlayerGun.hpp"
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#include "World/CMorphBall.hpp"
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#include "World/CScriptSpawnPoint.hpp"
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#include "AutoMapper/CMapWorldInfo.hpp"
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@@ -492,14 +492,16 @@ void CStateManager::InformListeners(const zeus::CVector3f&, EListenNoiseType)
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{
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}
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void CStateManager::ApplyKnockBack(CActor& actor, const CDamageInfo& info,
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bool CStateManager::ApplyKnockBack(CActor& actor, const CDamageInfo& info,
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const CDamageVulnerability&, const zeus::CVector3f&, float)
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{
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return false;
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}
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void CStateManager::ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&,
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bool CStateManager::ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&,
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const CDamageInfo& info, const CMaterialFilter&)
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{
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return false;
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}
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void CStateManager::ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVector3f&,
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@@ -507,19 +509,46 @@ void CStateManager::ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVec
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{
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}
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void CStateManager::ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
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bool CStateManager::ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
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const CDamageInfo& info)
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{
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return false;
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}
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void CStateManager::ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float,
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const CWeaponMode&)
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bool CStateManager::ApplyLocalDamage(const zeus::CVector3f& vec1, const zeus::CVector3f& vec2, CActor& actor, float dt,
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const CWeaponMode& weapMode)
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{
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CHealthInfo* hInfo = actor.HealthInfo();
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if (!hInfo || dt < 0.f)
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return false;
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if (hInfo->GetHP() <= 0.f)
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return true;
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float f30 = dt;
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CPlayer* player = dynamic_cast<CPlayer*>(&actor);
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CAi* ai = dynamic_cast<CAi*>(&actor);
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#if 0
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CDestroyableRock* dRock = nullptr;
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if (!ai)
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dynamic_cast<CDestroyableRock*>(&actor);
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#endif
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if (player)
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{
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if (x870_cameraManager->IsInCinematicCamera())
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{
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}
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}
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return false;
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}
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void CStateManager::ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info,
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bool CStateManager::ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info,
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const CMaterialFilter&)
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{
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return false;
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}
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void CStateManager::UpdateAreaSounds()
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