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Additional HUD work
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@@ -6,15 +6,15 @@ namespace urde
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CGuiLight::CGuiLight(const CGuiWidgetParms& parms, const CLight& light)
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: CGuiWidget(parms),
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xf8_type(light.x1c_type),
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xfc_spotCutoff(light.x20_spotCutoff),
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x100_distC(light.x24_distC),
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x104_distL(light.x28_distL),
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x108_distQ(light.x2c_distQ),
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x10c_angleC(light.x30_angleC),
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x110_angleL(light.x34_angleL),
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x114_angleQ(light.x38_angleQ),
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x118_loadedIdx(light.x40_loadedIdx)
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xb8_type(light.x1c_type),
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xbc_spotCutoff(light.x20_spotCutoff),
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xc0_distC(light.x24_distC),
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xc4_distL(light.x28_distL),
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xc8_distQ(light.x2c_distQ),
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xcc_angleC(light.x30_angleC),
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xd0_angleL(light.x34_angleL),
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xd4_angleQ(light.x38_angleQ),
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xd8_loadedIdx(light.x40_loadedIdx)
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{}
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CGuiLight::~CGuiLight()
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@@ -26,10 +26,10 @@ CLight CGuiLight::BuildLight() const
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{
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CLight ret = CLight::BuildLocalAmbient(zeus::CVector3f::skZero, zeus::CColor::skBlack);
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switch (xf8_type)
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switch (xb8_type)
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{
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case ELightType::Spot:
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ret = CLight::BuildSpot(GetWorldPosition(), x34_worldXF.basis[1], xa4_color, xfc_spotCutoff);
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ret = CLight::BuildSpot(GetWorldPosition(), x34_worldXF.basis[1], xa4_color, xbc_spotCutoff);
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break;
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case ELightType::Point:
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ret = CLight::BuildPoint(GetWorldPosition(), xa4_color);
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@@ -40,8 +40,8 @@ CLight CGuiLight::BuildLight() const
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default: break;
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}
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ret.SetAttenuation(x100_distC, x104_distL, x108_distQ);
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ret.SetAngleAttenuation(x10c_angleC, x110_angleL, x114_angleQ);
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ret.SetAttenuation(xc0_distC, xc4_distL, xc8_distQ);
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ret.SetAngleAttenuation(xcc_angleC, xd0_angleL, xd4_angleQ);
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return ret;
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}
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