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Work on CStateManager rendering functions
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@@ -107,8 +107,8 @@ class CStateManager
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CActorModelParticles xf168_actorModelParticles;
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CRumbleManager xf250_rumbleManager;
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u32 xf344_ = 0;
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u32 xf370_ = 0;
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u32 xf39c_ = 0;
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rstl::reserved_vector<TUniqueId, 20> xf370_;
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rstl::reserved_vector<TUniqueId, 20> xf39c_;
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};
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std::unique_ptr<CStateManagerContainer> x86c_stateManagerContainer;
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CCameraManager* x870_cameraManager = nullptr;
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@@ -134,7 +134,7 @@ class CStateManager
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//u32 x8d4_updateFrameIdx = 0;
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//u32 x8d8_drawFrameIdx = 0;
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std::vector<CLight> x8dc_dynamicLights;
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std::vector<CLight> x8e0_dynamicLights;
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TLockedToken<CTexture> x8f0_shadowTex; /* DefaultShadow in MiscData */
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CRandom16 x8fc_random;
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@@ -191,8 +191,7 @@ class CStateManager
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u32 xf20_ = 0;
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float xf24_thermColdScale1 = 0.f;
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float xf28_thermColdScale2 = 0.f;
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float xf2c_ = 1.f;
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float xf30_ = 1.f;
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zeus::CVector2f xf2c_viewportScale = {1.f, 1.f};
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u32 xf34_ = 2;
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TUniqueId xf38_skipCineSpecialFunc = kInvalidUniqueId;
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std::list<u32> xf3c_;
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@@ -243,7 +242,7 @@ public:
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void AddDrawableActorPlane(const CActor& actor, const zeus::CPlane&, const zeus::CAABox& aabb) const;
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void AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
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bool SpecialSkipCinematic();
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void GetVisAreaId() const;
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TAreaId GetVisAreaId() const;
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void GetWeaponIdCount(TUniqueId, EWeaponType);
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void RemoveWeaponId(TUniqueId, EWeaponType);
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void AddWeaponId(TUniqueId, EWeaponType);
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@@ -261,11 +260,12 @@ public:
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void CacheReflection();
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bool CanCreateProjectile(TUniqueId, EWeaponType, int) const;
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const CGameLightList* GetDynamicLightList() const;
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void BuildDynamicLightListForWorld(std::vector<CLight>& listOut) const;
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void BuildDynamicLightListForWorld();
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void DrawDebugStuff() const;
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void RenderCamerasAndAreaLights() const;
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void DrawE3DeathEffect() const;
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void DrawAdditionalFilters() const;
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zeus::CFrustum SetupViewForDraw(const SViewport& vp) const;
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void DrawWorld() const;
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void SetupFogForArea(const CGameArea& area) const;
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void PreRender();
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