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Reworked CGameArchitectureSupport initialization, initial CFirstPersonCamera imp
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@@ -1,6 +1,9 @@
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#include "CPlayerState.hpp"
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#include "IOStreams.hpp"
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#include "zeus/Math.hpp"
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#include "CStateManager.hpp"
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#include "Camera/CCameraManager.hpp"
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#include "Camera/CFirstPersonCamera.hpp"
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namespace urde
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{
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@@ -201,13 +204,8 @@ bool CPlayerState::CanVisorSeeFog(const CStateManager& stateMgr) const
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CPlayerState::EPlayerVisor CPlayerState::GetActiveVisor(const CStateManager& stateMgr) const
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{
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/* TODO: We need CGameCamera, and gang in order to enable this */
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#if 0
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CFirstPersionCamera* cam = dynamic_cast<CFirstPersonCamera*>(stateMgr.GetCameraManager()->GetCurrentCamera(stateMgr));
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if (!cam)
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return EVisorType::Combat;
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#endif
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return x14_currentVisor;
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const CFirstPersonCamera* cam = static_cast<const CFirstPersonCamera*>(stateMgr.GetCameraManager()->GetCurrentCamera(stateMgr));
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return (cam ? x14_currentVisor : EPlayerVisor::Combat);
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}
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void CPlayerState::UpdateStaticInterference(CStateManager& stateMgr, const float& dt)
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