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CPlayerGun: Rename EMissileState; minor CMotionState::Update fix
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@@ -139,7 +139,7 @@ void CSamusHud::InitializeFrameGlueMutable(const CStateManager& mgr) {
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CPlayerState& playerState = *mgr.GetPlayerState();
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CPlayerGun& gun = *player.GetPlayerGun();
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float chargeFactor = gun.IsCharging() ? gun.GetChargeBeamFactor() : 0.f;
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bool missilesActive = gun.GetMissleMode() == CPlayerGun::EMissleMode::Active;
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bool missilesActive = gun.GetMissleMode() == CPlayerGun::EMissileMode::Active;
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bool lockedOnObj = player.GetOrbitTargetId() != kInvalidUniqueId;
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switch (x2bc_nextState) {
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@@ -477,7 +477,7 @@ void CSamusHud::UpdateMissile(float dt, const CStateManager& mgr, bool init) {
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u32 numMissles = playerState.GetItemAmount(CPlayerState::EItemType::Missiles);
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u32 missileCap = playerState.GetItemCapacity(CPlayerState::EItemType::Missiles);
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CPlayerGun::EMissleMode missileMode = gun.GetMissleMode();
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CPlayerGun::EMissileMode missileMode = gun.GetMissleMode();
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float chargeFactor = gun.IsCharging() ? gun.GetChargeBeamFactor() : 0.f;
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if (x294_missileIntf)
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@@ -491,7 +491,7 @@ void CSamusHud::UpdateMissile(float dt, const CStateManager& mgr, bool init) {
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if (numMissles != x2d8_missileAmount)
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x294_missileIntf->SetNumMissiles(numMissles, mgr);
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if (missileMode != x2ec_missileMode)
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x294_missileIntf->SetIsMissilesActive(missileMode == CPlayerGun::EMissleMode::Active);
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x294_missileIntf->SetIsMissilesActive(missileMode == CPlayerGun::EMissileMode::Active);
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}
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x2d8_missileAmount = numMissles;
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x2ec_missileMode = missileMode;
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