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New code style refactor
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@@ -4,29 +4,26 @@
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#include "zeus/CTransform.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 CModelData;
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class CProjectedShadow
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{
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CTexture x0_texture;
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zeus::CAABox x68_ = zeus::CAABox::skInvertedBox;
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bool x80_;
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bool x81_persistent;
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float x84_ = 1.f;
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zeus::CVector3f x88_ = zeus::CVector3f::skZero;
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float x94_zDistanceAdjust = 0.f;
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float x98_ = 1.f;
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class CProjectedShadow {
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CTexture x0_texture;
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zeus::CAABox x68_ = zeus::CAABox::skInvertedBox;
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bool x80_;
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bool x81_persistent;
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float x84_ = 1.f;
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zeus::CVector3f x88_ = zeus::CVector3f::skZero;
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float x94_zDistanceAdjust = 0.f;
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float x98_ = 1.f;
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public:
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CProjectedShadow() = default;
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CProjectedShadow(u32, u32, bool);
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CProjectedShadow() = default;
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CProjectedShadow(u32, u32, bool);
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zeus::CAABox CalculateRenderBounds();
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void Render(const CStateManager& mgr);
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void RenderShadowBuffer(const CStateManager&, const CModelData&,
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const zeus::CTransform&, s32,
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const zeus::CVector3f&, float, float);
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zeus::CAABox CalculateRenderBounds();
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void Render(const CStateManager& mgr);
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void RenderShadowBuffer(const CStateManager&, const CModelData&, const zeus::CTransform&, s32, const zeus::CVector3f&,
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float, float);
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};
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}
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} // namespace urde
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