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Add CPU-based skinning path for vertex manipulation effects
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@@ -5,21 +5,32 @@
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namespace urde
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{
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static const zeus::CVector3f sGunScale(2.f);
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CPlayerGun::CPlayerGun(TUniqueId id)
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: x0_lights(8, zeus::CVector3f{-30.f, 0.f, 30.f}, 4, 4, 0, 0, 0, 0.1f), x538_thisId(id),
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x550_camBob(CPlayerCameraBob::ECameraBobType::One,
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zeus::CVector2f(0.071f, 0.141f), 0.47f),
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x678_morph(g_tweakPlayerGun->GetX38(), g_tweakPlayerGun->GetX34())
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zeus::CVector2f(CPlayerCameraBob::kCameraBobExtentX, CPlayerCameraBob::kCameraBobExtentY),
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CPlayerCameraBob::kCameraBobPeriod),
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x678_morph(g_tweakPlayerGun->GetGunTransformTime(), g_tweakPlayerGun->GetHoloHoldTime()),
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x6c8_(zeus::CVector3f(-0.29329199f, 0.f, -0.2481945f),
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zeus::CVector3f(0.29329199f, 1.292392f, 0.2481945f)),
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x6e0_rightHandModel(CAnimRes(g_tweakGunRes->xc_rightHand, 0, zeus::CVector3f(3.f), 0, true))
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{
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x354_ = g_tweakPlayerGun->GetX2c();
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x358_ = g_tweakPlayerGun->GetX30();
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x668_ = g_tweakPlayerGun->GetX24();
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x66c_ = g_tweakPlayerGun->GetX28();
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x354_bombFuseTime = g_tweakPlayerGun->GetBombFuseTime();
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x358_bombDropDelayTime = g_tweakPlayerGun->GetBombDropDelayTime();
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x668_aimVerticalSpeed = g_tweakPlayerGun->GetAimVerticalSpeed();
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x66c_aimHorizontalSpeed = g_tweakPlayerGun->GetAimHorizontalSpeed();
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x73c_gunMotion = std::make_unique<CGunMotion>(g_tweakGunRes->x4_gunMotion, sGunScale);
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x740_grappleArm = std::make_unique<CGrappleArm>(sGunScale);
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x744_auxWeapon = std::make_unique<CAuxWeapon>(id);
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x832_31_ = true;
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x833_24_isFidgeting = true;
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x833_30_ = true;
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x6e0_.SetSortThermal(true);
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x6e0_rightHandModel.SetSortThermal(true);
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/* TODO: Finish */
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}
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