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Add CPU-based skinning path for vertex manipulation effects
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@@ -19,12 +19,12 @@ struct CTweakPlayerGun : ITweakPlayerGun
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Value<float> x18_;
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Value<float> x1c_;
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Value<float> x20_;
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Value<float> x24_;
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Value<float> x28_;
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Value<float> x2c_;
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Value<float> x30_;
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Value<float> x34_;
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Value<float> x38_;
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Value<float> x24_aimVerticalSpeed;
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Value<float> x28_aimHorizontalSpeed;
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Value<float> x2c_bombFuseTime;
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Value<float> x30_bombDropDelayTime;
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Value<float> x34_holoHoldTime;
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Value<float> x38_gunTransformTime;
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Value<float> x3c_gunHolsterTime;
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Value<float> x40_gunNotFiringTime;
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Value<float> x44_fixedVerticalAim;
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@@ -53,12 +53,12 @@ struct CTweakPlayerGun : ITweakPlayerGun
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x44_fixedVerticalAim = zeus::degToRad(x44_fixedVerticalAim);
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}
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float GetX24() const { return x24_; }
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float GetX28() const { return x28_; }
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float GetX2c() const { return x2c_; }
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float GetX30() const { return x30_; }
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float GetX34() const { return x34_; }
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float GetX38() const { return x38_; }
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float GetAimVerticalSpeed() const { return x24_aimVerticalSpeed; }
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float GetAimHorizontalSpeed() const { return x28_aimHorizontalSpeed; }
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float GetBombFuseTime() const { return x2c_bombFuseTime; }
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float GetBombDropDelayTime() const { return x30_bombDropDelayTime; }
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float GetHoloHoldTime() const { return x34_holoHoldTime; }
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float GetGunTransformTime() const { return x38_gunTransformTime; }
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float GetGunHolsterTime() const { return x3c_gunHolsterTime; }
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float GetGunNotFiringTime() const { return x40_gunNotFiringTime; }
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float GetFixedVerticalAim() const { return x44_fixedVerticalAim; }
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