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Implement CRainSplashGenerator and finish CPlayerGun constructor
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@@ -1,10 +1,18 @@
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#include "CPowerBeam.hpp"
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#include "Particle/CGenDescription.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CSimplePool.hpp"
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namespace urde
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{
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CPowerBeam::CPowerBeam(u32 w1, EWeaponType wType, TUniqueId uid, EMaterialTypes mType, const zeus::CVector3f& vec)
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: CGunWeapon(w1, wType, uid, mType, vec)
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CPowerBeam::CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
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EMaterialTypes playerMaterial, const zeus::CVector3f& scale)
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: CGunWeapon(characterId, type, playerId, playerMaterial, scale)
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{
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x21c_shotSmoke = g_SimplePool->GetObj("ShotSmoke");
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x228_power2nd1 = g_SimplePool->GetObj("Power2nd_1");
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x244_24 = false;
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x244_25 = false;
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}
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}
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