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New code style refactor
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@@ -4,30 +4,28 @@
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#include "Graphics/CTexture.hpp"
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#include "zeus/CAABox.hpp"
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namespace urde
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{
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namespace urde {
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class CStateManager;
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class CPlayer;
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class CGameArea;
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class CActor;
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class CMorphBallShadow
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{
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std::list<const CActor*> x0_actors;
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std::list<TAreaId> x18_areas;
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std::vector<u32> x30_worldModelBits;
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//CTexture x40_;
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//TToken<CTexture> xa8_ballFade;
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//int xb0_idW;
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//int xb4_idH;
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zeus::CAABox xb8_shadowVolume;
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bool xd0_hasIds = false;
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void GatherAreas(const CStateManager& mgr);
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bool AreasValid(const CStateManager& mgr) const;
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class CMorphBallShadow {
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std::list<const CActor*> x0_actors;
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std::list<TAreaId> x18_areas;
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std::vector<u32> x30_worldModelBits;
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// CTexture x40_;
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// TToken<CTexture> xa8_ballFade;
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// int xb0_idW;
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// int xb4_idH;
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zeus::CAABox xb8_shadowVolume;
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bool xd0_hasIds = false;
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void GatherAreas(const CStateManager& mgr);
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bool AreasValid(const CStateManager& mgr) const;
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public:
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void RenderIdBuffer(const zeus::CAABox& aabb, const CStateManager& mgr, CPlayer& player);
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void Render(const CStateManager& mgr, float alpha);
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void RenderIdBuffer(const zeus::CAABox& aabb, const CStateManager& mgr, CPlayer& player);
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void Render(const CStateManager& mgr, float alpha);
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};
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}
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} // namespace urde
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