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More work on CPlayerGun
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@@ -38,7 +38,7 @@ void CActorLights::BuildConstantAmbientLighting()
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{
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x299_26_ = true;
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x298_24_dirty = true;
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x29c_shadowLightValIdx = -1;
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x29c_shadowLightArrIdx = -1;
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x2a0_shadowLightIdx = -1;
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}
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@@ -49,7 +49,7 @@ void CActorLights::BuildConstantAmbientLighting(const zeus::CColor& color)
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x294_aid = kInvalidAreaId;
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x298_24_dirty = true;
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x298_26_hasAreaLights = true;
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x29c_shadowLightValIdx = -1;
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x29c_shadowLightArrIdx = -1;
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x2a0_shadowLightIdx = -1;
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}
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@@ -201,7 +201,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
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/* World lights disabled */
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if (x298_31_disableWorldLights)
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x2d4_worldLightingLevel = worldLightingLevel;
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x29c_shadowLightValIdx = -1;
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x29c_shadowLightArrIdx = -1;
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return true;
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}
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@@ -230,7 +230,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
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x2d4_worldLightingLevel = worldLightingLevel;
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x298_24_dirty = false;
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x294_aid = area.GetAreaId();
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x29c_shadowLightValIdx = -1;
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x29c_shadowLightArrIdx = -1;
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x288_ambientColor = zeus::CColor::skClear;
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/* Find candidate lights via PVS */
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@@ -369,7 +369,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
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zeus::CVector3f delta = light.GetPosition() - vec;
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float deltaMag = delta.magnitude();
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bool useShadow = false;
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if (x298_27_findShadowLight && x29c_shadowLightValIdx == -1 && light.GetType() != ELightType::LocalAmbient &&
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if (x298_27_findShadowLight && x29c_shadowLightArrIdx == -1 && light.GetType() != ELightType::LocalAmbient &&
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deltaMag > 2.f && !aabb.pointInside(light.GetPosition()))
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{
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/* Perform shadow dynamic range check */
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@@ -383,7 +383,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
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if (useShadow)
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{
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/* Note shadow light */
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x29c_shadowLightValIdx = x0_areaLights.size();
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x29c_shadowLightArrIdx = x0_areaLights.size();
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x2a0_shadowLightIdx = value.x0_areaLightIdx;
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}
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else if (!outOfBounds)
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