fix in autoweapon draw/ hide, bLock, bMeleeCombat and Input
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@@ -65,6 +65,27 @@ namespace Beyond
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BindWeaponDrawEffectsOnEquipped();
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HideWeapons(true);
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GameStateManager.Instance.m_OnStateChanged.AddListener(OnGameStateChanged);
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}
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private void OnGameStateChanged(GameStateManager.State arg0)
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{
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if (weaponsHided && arg0 == GameStateManager.State.NORMAL)
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{
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if (debugMode)
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{
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Debug.Log("Returning to normal state, drawing weapons");
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}
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HideWeapons(true);
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}
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else if (!weaponsHided && arg0 == GameStateManager.State.COMBAT)
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{
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if (debugMode)
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{
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Debug.Log("Entering combat state, hiding weapons");
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}
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DrawWeapons(true);
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}
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}
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private void OnDestroy()
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@@ -78,6 +99,10 @@ namespace Beyond
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itemManager.onEquipItem.RemoveListener(PlayWeaponHideEffect);
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itemManager.onFinishEquipItem.RemoveListener(BindNewlyEquippedWeaponDrawHideEffects);
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}
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if (GameStateManager.Instance != null)
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{
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GameStateManager.Instance.m_OnStateChanged.RemoveListener(OnGameStateChanged);
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}
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}
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private void BindWeaponDrawEffectsOnEquipped()
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@@ -256,7 +281,7 @@ namespace Beyond
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protected virtual bool CanHideWeapons()
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{
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return melee && melee.meleeManager && (forceHide || (!melee.isAttacking && !melee.isBlocking && (melee.meleeManager.rightWeapon || melee.meleeManager.leftWeapon)));
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return melee && melee.meleeManager && (forceHide || (!melee.isAttacking && !melee.isBlocking && (GameStateManager.Instance.CurrentState != GameStateManager.State.COMBAT) && (melee.meleeManager.rightWeapon || melee.meleeManager.leftWeapon)));
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}
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protected virtual bool CanDrawWeapons()
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