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Finish CPauseScreenBlur; work on CPlayerVisor
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@@ -122,7 +122,7 @@ void CInGameGuiManager::EnsureStates(CStateManager& stateMgr)
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{
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if (x1f8_26_deferTransition)
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{
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if (!x3c_pauseScreenBlur->GetX50_25())
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if (!x3c_pauseScreenBlur->IsGameDraw())
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{
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DestroyAreaTextures(stateMgr);
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x1f8_26_deferTransition = false;
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@@ -593,7 +593,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
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if (notInCine && (x1bc_prevState == EInGameGuiState::InGame || x1c0_nextState == EInGameGuiState::InGame))
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drawVisor = true;
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if (x3c_pauseScreenBlur->GetX50_25())
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if (x3c_pauseScreenBlur->IsGameDraw())
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{
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x34_samusHud->GetTargetingManager().Draw(stateMgr, true);
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CGraphics::SetDepthRange(0.015625f, 0.03125f);
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@@ -631,7 +631,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
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x3c_pauseScreenBlur->Draw(stateMgr);
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if (notInCine && x1e8_enableAutoMapper &&
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(x3c_pauseScreenBlur->GetX50_25() || x1bc_prevState == EInGameGuiState::MapScreen ||
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(x3c_pauseScreenBlur->IsGameDraw() || x1bc_prevState == EInGameGuiState::MapScreen ||
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x1c0_nextState == EInGameGuiState::MapScreen))
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{
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float t;
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@@ -754,7 +754,7 @@ void CInGameGuiManager::StartFadeIn()
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bool CInGameGuiManager::GetIsGameDraw() const
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{
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return x3c_pauseScreenBlur->GetX50_25();
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return x3c_pauseScreenBlur->IsGameDraw();
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}
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}
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