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zeus constexpr refactor and thermal visor fixes
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@@ -307,7 +307,7 @@ void CModelData::RenderUnsortedParts(EWhichModel which, const zeus::CTransform&
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lights->ActivateLights(*model);
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} else {
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std::vector<CLight> useLights;
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useLights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, x18_ambientColor));
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useLights.push_back(CLight::BuildLocalAmbient(zeus::skZero3f, x18_ambientColor));
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model->ActivateLights(useLights);
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}
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@@ -331,7 +331,7 @@ void CModelData::Render(EWhichModel which, const zeus::CTransform& xf, const CAc
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lights->ActivateLights(*model.GetModelInst());
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} else {
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std::vector<CLight> useLights;
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useLights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, x18_ambientColor));
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useLights.push_back(CLight::BuildLocalAmbient(zeus::skZero3f, x18_ambientColor));
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model.GetModelInst()->ActivateLights(useLights);
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}
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@@ -342,7 +342,7 @@ void CModelData::Render(EWhichModel which, const zeus::CTransform& xf, const CAc
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lights->ActivateLights(*model);
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} else {
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std::vector<CLight> useLights;
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useLights.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, x18_ambientColor));
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useLights.push_back(CLight::BuildLocalAmbient(zeus::skZero3f, x18_ambientColor));
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model->ActivateLights(useLights);
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}
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@@ -368,7 +368,7 @@ void CModelData::InvSuitDraw(EWhichModel which, const zeus::CTransform& xf, cons
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/* Z-prime */
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flags.m_extendedShader = EExtendedShader::SolidColorBackfaceCullLEqualAlphaOnly;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color = zeus::skWhite;
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x10_animData->Render(model, flags, {}, nullptr);
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/* Normal Blended */
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@@ -388,7 +388,7 @@ void CModelData::InvSuitDraw(EWhichModel which, const zeus::CTransform& xf, cons
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/* Z-prime */
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flags.m_extendedShader = EExtendedShader::SolidColorBackfaceCullLEqualAlphaOnly;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color = zeus::skWhite;
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model.Draw(flags, nullptr, nullptr);
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/* Normal Blended */
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@@ -415,7 +415,7 @@ void CModelData::DisintegrateDraw(EWhichModel which, const zeus::CTransform& xf,
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CGraphics::SetModelMatrix(scaledXf);
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CBooModel::SetDisintegrateTexture(tex.GetBooTexture());
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CModelFlags flags(5, 0, 3, zeus::CColor::skWhite);
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CModelFlags flags(5, 0, 3, zeus::skWhite);
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flags.m_extendedShader = EExtendedShader::Disintegrate;
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flags.addColor = addColor;
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flags.addColor.a() = t; // Stash T value in here (shader does not care)
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