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Work on CGameProjectile
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@@ -25,7 +25,7 @@ struct CModelFlags
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{
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u8 x0_blendMode = 0; /* >6: additive, >4: blend, else opaque */
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u8 x1_matSetIdx = 0;
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EExtendedShader m_extendedShader = EExtendedShader::Flat;
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EExtendedShader m_extendedShader = EExtendedShader::Lighting;
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bool m_noCull = false;
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bool m_noZWrite = false;
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u16 x2_flags = 0; /* Flags */
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@@ -35,7 +35,7 @@ struct CModelFlags
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CModelFlags() = default;
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CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col)
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: x0_blendMode(blendMode), x1_matSetIdx(shadIdx), m_extendedShader(EExtendedShader::Lighting),
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: x0_blendMode(blendMode), x1_matSetIdx(shadIdx),
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x2_flags(flags), x4_color(col)
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{
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/* Blend mode will override this if the surface's original material is opaque */
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