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More work on CPlayerGun
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@@ -118,6 +118,7 @@ public:
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virtual void Load(CStateManager& mgr, bool) {}
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virtual void Unload(CStateManager&) {}
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virtual bool IsLoaded() const {return false;}
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void DrawHologram(const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags) const;
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void UpdateMuzzleFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos, bool emitting);
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const CVelocityInfo& GetVelocityInfo() const { return x1d0_velInfo; }
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void SetRainSplashGenerator(CRainSplashGenerator* g) { x1bc_rainSplashGenerator = g; }
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@@ -129,10 +130,12 @@ public:
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{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), parm2); }
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
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{ x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2); }
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bool HasSolidModelData() const { return x10_solidModelData.operator bool(); }
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CModelData& GetSolidModelData() { return *x10_solidModelData; }
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const SWeaponInfo& GetWeaponInfo() const;
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zeus::CAABox GetBounds() const;
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void SetLeavingBeam() { x218_29_leavingBeam = true; }
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zeus::CAABox GetBounds(const zeus::CTransform& xf) const;
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void SetLeavingBeam(bool leaving) { x218_29_leavingBeam = leaving; }
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};
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}
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