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Refactor for blender 2.8 and new shader model
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@@ -160,7 +160,7 @@ public:
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static float GetBaseHealthCapacity() { return 99.f; }
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float CalculateHealth();
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void ReInitalizePowerUp(EItemType type, u32 capacity);
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void InitializePowerUp(EItemType type, u32 capacity);
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void AddPowerUp(EItemType type, u32 capacity);
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u32 GetLogScans() const { return x180_scanCompletionRate.first; }
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u32 GetTotalLogScans() const { return x180_scanCompletionRate.second; }
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void SetScanCompletionRate(const std::pair<u32, u32>& p) { x180_scanCompletionRate = p; }
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