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Initial CPlayerGun implementations
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@@ -347,7 +347,7 @@ private:
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std::unique_ptr<CModelData> x7f0_ballTransitionBeamModel;
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zeus::CTransform x7f4_gunWorldXf;
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float x824_transitionFilterTimer = 0.f;
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float x828_waterLevelOnPlayer = 0.f;
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float x828_distanceUnderWater = 0.f;
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bool x82c_inLava = false;
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TUniqueId x82e_ridingPlatform = kInvalidUniqueId;
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TUniqueId x830_playerHint = kInvalidUniqueId;
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@@ -429,6 +429,7 @@ public:
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float, float, const CMaterialList&);
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bool IsTransparent() const;
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bool GetControlsFrozen() const { return x760_controlsFrozen; }
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float GetTransitionAlpha(const zeus::CVector3f& camPos, float zNear) const;
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s32 ChooseTransitionToAnimation(float dt, CStateManager& mgr) const;
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void TransitionToMorphBallState(float dt, CStateManager& mgr);
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@@ -663,7 +664,9 @@ public:
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void ApplySubmergedPitchBend(CSfxHandle& sfx);
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void DetachActorFromPlayer();
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bool AttachActorToPlayer(TUniqueId id, bool disableGun);
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TUniqueId GetAttachedActor() const { return x26c_attachedActor; }
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float GetAttachedActorStruggle() const { return xa28_attachedActorStruggle; }
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float GetDistanceUnderWater() const { return x828_distanceUnderWater; }
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};
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}
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