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Lots of ScriptObject and Collision work
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41
Runtime/World/CScriptShadowProjector.hpp
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41
Runtime/World/CScriptShadowProjector.hpp
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#ifndef __URDE_CSCRIPTSHADOWPROJECTOR_HPP__
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#define __URDE_CSCRIPTSHADOWPROJECTOR_HPP__
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#include "World/CActor.hpp"
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namespace urde
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{
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class CProjectedShadow;
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class CScriptShadowProjector : public CActor
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{
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float xe8_scale;
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zeus::CVector3f xec_offset;
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float xf8_zOffsetAdjust;
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float xfc_opacity;
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float x100_opacityRecip;
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TUniqueId x104_target;
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std::unique_ptr<CProjectedShadow> x108_projectedShadow;
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u32 x10c_textureSize;
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union {
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struct
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{
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bool x110_24_persistent : 1;
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bool x110_25_shadowInvalidated : 1;
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};
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u8 x110_dummy = 0;
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};
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public:
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CScriptShadowProjector(TUniqueId, const std::string&, const CEntityInfo&, const zeus::CTransform&, bool,
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const zeus::CVector3f&, bool, float, float, float, float, s32);
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void Think(float, CStateManager &);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager &);
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void PreRender(const zeus::CFrustum &, const CStateManager &);
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void AddToRenderer(const zeus::CFrustum &, const CStateManager &) const {}
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void CreateProjectedShadow();
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};
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}
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#endif // __URDE_CSCRIPTSHADOWPROJECTOR_HPP__
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