<commit_before>#include "CPlayer.hpp"
#include "CActorParameters.hpp"
#include "CMorphBall.hpp"
#include "CPlayerGun.hpp"
#include "CStateManager.hpp"
#include "CSimplePool.hpp"
#include "GameGlobalObjects.hpp"
#include "Particle/CGenDescription.hpp"

namespace urde
{

static CModelData MakePlayerAnimRes(ResId resId, const zeus::CVector3f& scale)
{
    return {CAnimRes(resId, 0, scale, 0, true), 1};
}

CPlayer::CPlayer(TUniqueId uid, const zeus::CTransform& xf, const zeus::CAABox& aabb, unsigned int resId,
                 const zeus::CVector3f& playerScale, float mass, float stepUp, float stepDown, float f4,
                 const CMaterialList& ml)
    : CPhysicsActor(uid, true, "CPlayer", CEntityInfo(kInvalidAreaId, CEntity::NullConnectionList),
                    xf, MakePlayerAnimRes(resId, playerScale), ml, aabb, SMoverData(mass), CActorParameters::None(),
                    stepUp, stepDown)
{
    x768_morphball.reset(new CMorphBall(*this, f4));
}

bool CPlayer::IsTransparent() const
{
    return x588_alpha < 1.f;
}

void CPlayer::Update(float, CStateManager& mgr)
{
}

bool CPlayer::IsPlayerDeadEnough() const
{
    if (x2f8_morphTransState == 0)
        return x9f4_ < 2.5f;
    else if (x2f8_morphTransState == 1)
        return x9f4_ < 6.f;

    return false;}

void CPlayer::AsyncLoadSuit(CStateManager& mgr)
{
    x490_gun->AsyncLoadSuit(mgr);
}

void CPlayer::LoadAnimationTokens()
{
}

bool CPlayer::CanRenderUnsorted(CStateManager& mgr) const
{
    return false;
}

const CDamageVulnerability* CPlayer::GetDamageVulnerability(const zeus::CVector3f& v1,
                                                            const zeus::CVector3f& v2,
                                                            const CDamageInfo& info) const
{
    return nullptr;
}

const CDamageVulnerability* CPlayer::GetDamageVulnerability() const<commit_msg>Winderp = myderp<commit_after>#include "CPlayer.hpp"
#include "CActorParameters.hpp"
#include "CMorphBall.hpp"
#include "CPlayerGun.hpp"
#include "CStateManager.hpp"
#include "CSimplePool.hpp"
#include "GameGlobalObjects.hpp"
#include "Particle/CGenDescription.hpp"

namespace urde
{

static CModelData MakePlayerAnimRes(ResId resId, const zeus::CVector3f& scale)
{
    return {CAnimRes(resId, 0, scale, 0, true), 1};
}

CPlayer::CPlayer(TUniqueId uid, const zeus::CTransform& xf, const zeus::CAABox& aabb, unsigned int resId,
                 const zeus::CVector3f& playerScale, float mass, float stepUp, float stepDown, float f4,
                 const CMaterialList& ml)
    : CPhysicsActor(uid, true, "CPlayer", CEntityInfo(kInvalidAreaId, CEntity::NullConnectionList),
                    xf, MakePlayerAnimRes(resId, playerScale), ml, aabb, SMoverData(mass), CActorParameters::None(),
                    stepUp, stepDown)
{
    x768_morphball.reset(new CMorphBall(*this, f4));
}

bool CPlayer::IsTransparent() const
{
    return x588_alpha < 1.f;
}

void CPlayer::Update(float, CStateManager& mgr)
{
}

bool CPlayer::IsPlayerDeadEnough() const
{
    if (x2f8_morphTransState == 0)
        return x9f4_ < 2.5f;
    else if (x2f8_morphTransState == 1)
        return x9f4_ < 6.f;

    return false;
}

void CPlayer::AsyncLoadSuit(CStateManager& mgr)
{
    x490_gun->AsyncLoadSuit(mgr);
}

void CPlayer::LoadAnimationTokens()
{
}

bool CPlayer::CanRenderUnsorted(CStateManager& mgr) const
{
    return false;
}

const CDamageVulnerability* CPlayer::GetDamageVulnerability(const zeus::CVector3f& v1,
                                                            const zeus::CVector3f& v2,
                                                            const CDamageInfo& info) const
{
    return nullptr;
}

const CDamageVulnerability* CPlayer::GetDamageVulnerability() const
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