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CPauseScreenBlur fixes
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@@ -438,7 +438,8 @@ void CInGameGuiManager::Update(CStateManager& stateMgr, float dt, CArchitectureQ
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if (x1f0_enablePlayerVisor)
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x30_playerVisor->Update(dt, stateMgr);
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if (x1f8_25_playerAlive)
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x34_samusHud->Update(dt, stateMgr, x1e0_helmetVisMode, x1ec_hudVisMode != EHudVisMode::Zero, x1e4_enableTargetingManager);
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x34_samusHud->Update(dt, stateMgr, x1e0_helmetVisMode, x1ec_hudVisMode != EHudVisMode::Zero,
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x1e4_enableTargetingManager);
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}
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if (x1e8_enableAutoMapper)
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@@ -747,7 +748,9 @@ void CInGameGuiManager::StartFadeIn()
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bool CInGameGuiManager::GetIsGameDraw() const
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{
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return x3c_pauseScreenBlur->IsGameDraw();
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// Always draw world for URDE, even while paused
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return true;
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//return x3c_pauseScreenBlur->IsGameDraw();
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}
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}
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