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Implement CRainSplashGenerator and finish CPlayerGun constructor
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@@ -46,7 +46,7 @@ protected:
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static const char* skAnimDependencyNames[5];
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static const char* skDependencyNames[5];
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static const char* skSuitArmNames[8];
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zeus::CVector3f x4_;
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zeus::CVector3f x4_scale;
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TToken<CAnimCharacterSet> x104_gunCharacter;
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TToken<CAnimCharacterSet> x13c_armCharacter;
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rstl::reserved_vector<TCachedToken<CWeaponDescription>, 2> x144_weapons;
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@@ -54,12 +54,12 @@ protected:
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rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x16c_muzzleEffects;
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rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x188_secondaryEffects;
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EWeaponType x1c0_weaponType;
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TUniqueId x1c4_uid;
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EMaterialTypes x1c8_matType;
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TUniqueId x1c4_playerId;
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EMaterialTypes x1c8_playerMaterial;
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CVelocityInfo x1d0_velInfo;
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CPlayerState::EBeamId x200_beamId;
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public:
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CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId uid, EMaterialTypes, const zeus::CVector3f& vec);
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CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes, const zeus::CVector3f& scale);
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void AsyncLoadSuitArm(CStateManager& mgr);
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void AllocResPools(CPlayerState::EBeamId);
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