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CPlayerGun: Rename EMissileState; minor CMotionState::Update fix
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@@ -35,7 +35,7 @@ struct CFinalInput;
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class CPlayerGun {
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public:
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static float skTractorBeamFactor;
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enum class EMissleMode { Inactive, Active };
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enum class EMissileMode { Inactive, Active };
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enum class EBWeapon { Bomb, PowerBomb };
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enum class EPhazonBeamState { Inactive, Entering, Exiting, Active };
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enum class EChargePhase {
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@@ -141,7 +141,7 @@ private:
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CPlayerState::EBeamId x310_currentBeam = CPlayerState::EBeamId::Power;
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CPlayerState::EBeamId x314_nextBeam = CPlayerState::EBeamId::Power;
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u32 x318_comboAmmoIdx = 0;
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EMissleMode x31c_missileMode = EMissleMode::Inactive;
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EMissileMode x31c_missileMode = EMissileMode::Inactive;
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CPlayerState::EBeamId x320_currentAuxBeam = CPlayerState::EBeamId::Power;
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EIdleState x324_idleState = EIdleState::Four;
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float x328_animSfxPitch = 0.f;
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@@ -323,7 +323,7 @@ public:
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void AsyncLoadSuit(CStateManager& mgr);
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void TouchModel(const CStateManager& stateMgr);
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EMissleMode GetMissleMode() const { return x31c_missileMode; }
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EMissileMode GetMissleMode() const { return x31c_missileMode; }
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bool IsFidgeting() const { return x833_24_notFidgeting; }
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bool IsCharging() const { return x834_24_charging; }
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float GetChargeBeamFactor() const { return x340_chargeBeamFactor; }
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