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Reworked CGameArchitectureSupport initialization, initial CFirstPersonCamera imp
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@@ -1,5 +1,7 @@
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#include "CStateManager.hpp"
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#include "Camera/CCameraShakeData.hpp"
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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 "CFluidPlaneManager.hpp"
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@@ -301,8 +303,14 @@ void CStateManager::TouchSky() const
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{
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}
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void CStateManager::DrawSpaceWarp(const zeus::CVector3f&, float) const
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void CStateManager::DrawSpaceWarp(const zeus::CVector3f& v, float strength) const
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{
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CPlayerState::EPlayerVisor visor = x8b8_playerState->GetActiveVisor(*this);
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if (visor == CPlayerState::EPlayerVisor::Scan || visor == CPlayerState::EPlayerVisor::Combat)
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{
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zeus::CVector3f screenV = x870_cameraManager->GetCurrentCamera(*this)->ConvertToScreenSpace(v);
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g_Renderer->DrawSpaceWarp(screenV, strength);
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}
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}
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void CStateManager::DrawReflection(const zeus::CVector3f&)
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