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Add CGunController
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30
src/MetroidPrime/Weapons/GunController/CGunController.cpp
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30
src/MetroidPrime/Weapons/GunController/CGunController.cpp
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#include "MetroidPrime/Weapons/GunController/CGunController.hpp"
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CGunController::CGunController(CModelData& modelData)
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: x0_modelData(modelData)
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, x50_gunState(kGS_Inactive)
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, x54_curAnimId(-1)
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, x58_24_animDone(true)
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, x58_25_enteredComboFire(false) {}
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void CGunController::EnterFreeLook(CStateManager&, int, int) {}
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void CGunController::EnterComboFire(CStateManager&, int) {}
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void CGunController::EnterFidget(CStateManager&, int, int, int) {}
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void CGunController::EnterStruck(CStateManager&, float) {}
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void CGunController::LoadFidgetAnimAsync(CStateManager&, int, int, int) {}
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bool CGunController::Update(float, CStateManager&) {
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return false;
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}
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void CGunController::EnterIdle(CStateManager&) {}
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void CGunController::ReturnToDefault(CStateManager&, float) {}
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void CGunController::Reset() {}
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void CGunController::ReturnToBasePosition(CStateManager&) {}
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