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Implement CWorldShadow and texture clamp mode
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@@ -19,6 +19,14 @@ class CPVSAreaSet
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const u8* x1c_lightLeaves;
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CPVSVisOctree x20_octree;
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CPVSVisSet _GetLightSet(u32 lightIdx) const
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{
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CPVSVisSet ret;
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ret.SetFromMemory(x20_octree.GetTotalBits(), x20_octree.GetLightBits(),
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x1c_lightLeaves + x10_leafSize * lightIdx);
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return ret;
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}
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public:
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CPVSAreaSet(const u8* data, u32 len);
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u32 GetNumFeatures() const { return x0_numFeatures; }
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@@ -28,6 +36,8 @@ public:
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bool Has2ndLayerLights() const { return x8_num2ndLights != 0; }
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u32 GetEntityIdByIndex(int idx) const { return x18_entityIndex[idx]; }
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const CPVSVisOctree& GetVisOctree() const { return x20_octree; }
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CPVSVisSet Get1stLightSet(u32 lightIdx) const { return _GetLightSet(x8_num2ndLights + lightIdx); }
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CPVSVisSet Get2ndLightSet(u32 lightIdx) const { return _GetLightSet(lightIdx); }
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};
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}
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