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Initial area rendering (needs frustum culling fixes)
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@@ -51,7 +51,8 @@ CPlayer::CPlayer(TUniqueId uid, const zeus::CTransform& xf, const zeus::CAABox&
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const CMaterialList& ml)
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: CPhysicsActor(uid, true, "CPlayer", CEntityInfo(kInvalidAreaId, CEntity::NullConnectionList), xf,
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MakePlayerAnimRes(resId, playerScale), ml, aabb, SMoverData(mass), CActorParameters::None(), stepUp,
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stepDown), x7d0_animRes(resId, 0, playerScale, 0, true), x7d8_beamScale(playerScale)
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stepDown), x7d0_animRes(resId, 0, playerScale, 0, true), x2d8_fpBounds(aabb),
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x7d8_beamScale(playerScale)
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{
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x490_gun.reset(new CPlayerGun(uid));
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x49c_gunHolsterRemTime = g_tweakPlayerGun->GetGunNotFiringTime();
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