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Begin transitioning to new CModel/CCubeModel & friends
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@@ -2,7 +2,7 @@
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#include "Runtime/GameGlobalObjects.hpp"
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#include "Runtime/Character/CActorLights.hpp"
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#include "Runtime/Graphics/CBooRenderer.hpp"
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#include "Runtime/Graphics/CCubeRenderer.hpp"
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#include "Runtime/Graphics/CModel.hpp"
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#include "Runtime/Graphics/Shaders/CElementGenShaders.hpp"
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#include "Runtime/Particle/CElectricDescription.hpp"
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@@ -1077,12 +1077,12 @@ void CElementGen::RenderModels(const CActorLights* actorLights) {
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} else {
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CModel* model = desc->x5c_x48_PMDL.m_token.GetObj();
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if (actorLights)
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actorLights->ActivateLights(model->GetInstance());
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actorLights->ActivateLights();
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if (g_subtractBlend) {
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model->Draw({5, 0, 1, zeus::CColor(1.f, 0.5f)});
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} else if (desc->x44_31_x31_25_PMAB) {
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CModelFlags flags{7, 0, 1, col};
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flags.m_extendedShader = EExtendedShader::ForcedAdditiveNoZWrite;
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// flags.m_extendedShader = EExtendedShader::ForcedAdditiveNoZWrite;
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model->Draw(flags);
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} else if (1.f == col.a()) {
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model->Draw({0, 0, 3, zeus::skWhite});
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@@ -1215,7 +1215,7 @@ void CElementGen::RenderLines() {
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}
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}
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m_lineRenderer->Render(g_Renderer->IsThermalVisorHotPass(), moduColor);
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// m_lineRenderer->Render(g_Renderer->IsThermalVisorHotPass(), moduColor);
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}
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void CElementGen::RenderParticles() {
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