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Refactor for blender 2.8 and new shader model
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@@ -339,7 +339,7 @@ float CPlayerState::CalculateHealth() {
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return (GetEnergyTankCapacity() * x24_powerups[u32(EItemType::EnergyTanks)].x0_amount) + GetBaseHealthCapacity();
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}
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void CPlayerState::InitializePowerUp(CPlayerState::EItemType type, u32 capacity) {
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void CPlayerState::AddPowerUp(CPlayerState::EItemType type, u32 capacity) {
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if (type >= EItemType::Max)
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return;
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@@ -360,7 +360,7 @@ void CPlayerState::InitializePowerUp(CPlayerState::EItemType type, u32 capacity)
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void CPlayerState::ReInitalizePowerUp(CPlayerState::EItemType type, u32 capacity) {
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x24_powerups[u32(type)].x4_capacity = 0;
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InitializePowerUp(type, capacity);
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AddPowerUp(type, capacity);
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}
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void CPlayerState::InitializeScanTimes() {
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