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Implement CRainSplashGenerator and finish CPlayerGun constructor
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@@ -34,17 +34,26 @@ struct SChargedShotParam : SShotParam
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struct ITweakPlayerGun : ITweak
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{
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DECL_YAML
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virtual float GetUpLookAngle() const = 0;
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virtual float GetDownLookAngle() const = 0;
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virtual float GetVerticalSpread() const = 0;
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virtual float GetHorizontalSpread() const = 0;
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virtual float GetHighVerticalSpread() const = 0;
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virtual float GetHighHorizontalSpread() const = 0;
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virtual float GetLowVerticalSpread() const = 0;
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virtual float GetLowHorizontalSpread() const = 0;
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virtual float GetAimVerticalSpeed() const = 0; // x24
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virtual float GetAimHorizontalSpeed() const = 0; // x28
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virtual float GetBombFuseTime() const = 0; // x2c
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virtual float GetBombDropDelayTime() const = 0; // x30
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virtual float GetHoloHoldTime() const = 0; // x34
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virtual float GetGunTransformTime() const = 0; // x38
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virtual float GetGunHolsterTime() const=0;
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virtual float GetGunNotFiringTime() const=0;
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virtual float GetFixedVerticalAim() const=0;
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virtual const zeus::CVector3f& GetGunPosition() const=0;
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virtual const zeus::CVector3f& GetGrapplingArmPosition() const=0;
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virtual float GetGunHolsterTime() const = 0;
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virtual float GetGunNotFiringTime() const = 0;
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virtual float GetFixedVerticalAim() const = 0;
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virtual float GetGunExtendDistance() const = 0;
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virtual const zeus::CVector3f& GetGunPosition() const = 0;
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virtual const zeus::CVector3f& GetGrapplingArmPosition() const = 0;
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virtual float GetRichochetDamage(atUint32) const = 0;
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};
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}
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