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Implement CRainSplashGenerator and finish CPlayerGun constructor
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@@ -41,13 +41,14 @@ s32 GetWeaponIndex(EWeaponType type)
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return 0;
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}
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CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId uid, EMaterialTypes mType, const zeus::CVector3f& vec)
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: x4_(vec),
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x104_gunCharacter(g_SimplePool->GetObj(SObjectTag{FOURCC('ANCS'), ancsId})),
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x13c_armCharacter(g_SimplePool->GetObj(skSuitArmNames[0])),
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x1c0_weaponType(type),
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x1c4_uid(uid),
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x1c8_matType(mType)
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CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId,
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EMaterialTypes playerMaterial, const zeus::CVector3f& scale)
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: x4_scale(scale),
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x104_gunCharacter(g_SimplePool->GetObj(SObjectTag{FOURCC('ANCS'), ancsId})),
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x13c_armCharacter(g_SimplePool->GetObj(skSuitArmNames[0])),
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x1c0_weaponType(type),
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x1c4_playerId(playerId),
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x1c8_playerMaterial(playerMaterial)
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{
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}
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