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More CPlayer implementations
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@@ -32,6 +32,7 @@ private:
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struct
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{
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bool x3b2_25_beamActive : 1;
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bool x3b2_27_armMoving : 1;
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};
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u32 _dummy = 0;
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};
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@@ -43,6 +44,7 @@ public:
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void SetAnimState(EArmState state);
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EArmState GetAnimState() const { return x334_animState; }
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bool BeamActive() const { return x3b2_25_beamActive; }
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bool IsArmMoving() const { return x3b2_27_armMoving; }
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void Activate(bool);
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void GrappleBeamDisconnected();
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void GrappleBeamConnected();
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@@ -111,7 +111,7 @@ private:
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float x3a0_ = 0.f;
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CFidget x3a4_fidget;
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zeus::CVector3f x3dc_damageLocation;
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zeus::CTransform x3e8_;
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zeus::CTransform x3e8_xf;
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zeus::CTransform x418_;
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zeus::CTransform x448_;
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zeus::CTransform x478_;
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@@ -220,7 +220,7 @@ public:
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u32 GetSelectedBeam() const { return x310_selectedBeam; }
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u32 GetPendingSelectedBeam() const { return x314_pendingSelectedBeam; }
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const CGunMorph& GetGunMorph() const { return x678_morph; }
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void SetX3e8(const zeus::CTransform& xf) { x3e8_ = xf; }
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void SetTransform(const zeus::CTransform& xf) { x3e8_xf = xf; }
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CGrappleArm& GetGrappleArm() { return *x740_grappleArm; }
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void DamageRumble(const zeus::CVector3f& location, float damage, const CStateManager& mgr);
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void ProcessInput(const CFinalInput& input, CStateManager& mgr);
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