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More work on CPlayerGun
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@@ -40,8 +40,8 @@ class CActorLights
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u16 _dummy = 0;
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};
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bool x29a_findNearestDynamicLights = false;
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u32 x29c_shadowLightValIdx = -1;
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u32 x2a0_shadowLightIdx = -1;
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s32 x29c_shadowLightArrIdx = -1;
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s32 x2a0_shadowLightIdx = -1;
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u32 x2a4_lastUpdateFrame = 0;
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u32 x2a8_areaUpdateFramePeriod;
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zeus::CVector3f x2ac_actorPosBias;
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@@ -51,7 +51,7 @@ class CActorLights
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float x2cc_actorPositionDeltaUpdateThreshold;
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float x2d0_shadowDynamicRangeThreshold = 0.f;
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float x2d4_worldLightingLevel = 1.f;
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u32 x2d8_brightLightIdx = -1;
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s32 x2d8_brightLightIdx = -1;
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u32 x2dc_brightLightLag = 0;
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static void MergeOverflowLight(CLight& out, zeus::CColor& color, const CLight& in, float colorMag);
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@@ -75,11 +75,11 @@ public:
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void ActivateLights(CBooModel& model) const;
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void SetCastShadows(bool v) { x298_25_castShadows = v; }
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void SetFindShadowLight(bool v) { x298_27_findShadowLight = v; }
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void SetShadowDynamicRangeThreshold(float t) { x2d0_shadowDynamicRangeThreshold = t; }
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void SetAmbientChannelOverflow(bool v) { x298_29_ambientChannelOverflow = v; }
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void DisableAreaLights();
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void SetMaxDynamicLights(int l) { x2bc_maxDynamicLights = l; }
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void SetFindNearestDynamicLights(bool v) { x29a_findNearestDynamicLights = v; }
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void SetAmbientColor(const zeus::CColor& color) { x288_ambientColor = color; }
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const zeus::CColor& GetAmbientColor() const { return x288_ambientColor; }
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const CLight& GetLight(u32 idx) const;
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@@ -88,6 +88,9 @@ public:
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const std::vector<CLight>& GetAreaLights() const { return x0_areaLights; }
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const std::vector<CLight>& GetDynamicLights() const { return x144_dynamicLights; }
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bool GetIsDirty() const { return x298_24_dirty; }
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bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; }
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s32 GetShadowLightArrIndex() const { return x29c_shadowLightArrIdx; }
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s32 GetShadowLightIndex() const { return x2a0_shadowLightIdx; }
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};
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}
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