some cutscene opcodes and heli guns
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@@ -21,6 +21,7 @@ class CCutsceneMgr
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static CAnimBlendAssocGroup ms_cutsceneAssociations;
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static CVector ms_cutsceneOffset;
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static float ms_cutsceneTimer;
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static bool ms_wasCutsceneSkipped;
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static bool ms_cutsceneProcessing;
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public:
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static CDirectory *ms_pCutsceneDir;
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@@ -30,6 +31,7 @@ public:
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static bool IsRunning(void) { return ms_running; }
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static bool HasLoaded(void) { return ms_loaded; }
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static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
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static bool WasCutsceneSkipped(void) { return ms_wasCutsceneSkipped; }
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static bool UseLodMultiplier(void) { return ms_useLodMultiplier; }
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static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
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static int GetCutsceneTimeInMilleseconds(void) { return 1000.0f * ms_cutsceneTimer; }
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@@ -43,6 +45,7 @@ public:
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static void FinishCutscene(void);
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static void SetupCutsceneToStart(void);
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static void SetCutsceneAnim(const char *animName, CObject *pObject);
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static void SetCutsceneAnimToLoop(const char *animName);
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static CCutsceneHead *AddCutsceneHead(CObject *pObject, int modelId);
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static CCutsceneObject *CreateCutsceneObject(int modelId);
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static void DeleteCutsceneData(void);
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