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Nearly finish CScriptWater
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@@ -709,7 +709,7 @@ void CStateManager::DrawWorld() const
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for (TUniqueId id : x86c_stateManagerContainer->xf370_)
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if (const CActor* ent = static_cast<const CActor*>(GetObjectById(id)))
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if (!thermal || ent->xe6_27_ & 0x2)
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if (!thermal || ent->xe6_27_renderVisorFlags & 0x2)
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ent->Render(*this);
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bool morphingPlayerVisible = false;
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@@ -747,9 +747,9 @@ void CStateManager::DrawWorld() const
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continue;
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}
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}
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if (!thermal || actor->xe6_27_ & 0x2)
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if (!thermal || actor->xe6_27_renderVisorFlags & 0x2)
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actor->AddToRenderer(frustum, *this);
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if (thermal && actor->xe6_27_ & 0x4)
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if (thermal && actor->xe6_27_renderVisorFlags & 0x4)
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thermalActorArr[thermalActorCount++] = actor.GetPtr();
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}
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}
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@@ -785,7 +785,7 @@ void CStateManager::DrawWorld() const
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CGraphics::SetDepthRange(0.015625f, 0.03125f);
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for (TUniqueId id : x86c_stateManagerContainer->xf39c_renderLast)
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if (const CActor* actor = static_cast<const CActor*>(GetObjectById(id)))
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if (actor->xe6_27_ & 0x2)
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if (actor->xe6_27_renderVisorFlags & 0x2)
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actor->Render(*this);
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CGraphics::SetDepthRange(0.125f, 1.f);
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}
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@@ -793,7 +793,7 @@ void CStateManager::DrawWorld() const
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for (TUniqueId id : x86c_stateManagerContainer->xf370_)
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if (const CActor* actor = static_cast<const CActor*>(GetObjectById(id)))
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if (actor->xe6_27_ & 0x4)
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if (actor->xe6_27_renderVisorFlags & 0x4)
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actor->Render(*this);
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for (int i=areaCount-1 ; i>=0 ; --i)
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@@ -856,7 +856,7 @@ void CStateManager::DrawWorld() const
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CGraphics::SetDepthRange(0.015625f, 0.03125f);
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for (TUniqueId id : x86c_stateManagerContainer->xf39c_renderLast)
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if (const CActor* actor = static_cast<const CActor*>(GetObjectById(id)))
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if (actor->xe6_27_ & 0x4)
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if (actor->xe6_27_renderVisorFlags & 0x4)
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actor->Render(*this);
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CGraphics::SetDepthRange(0.125f, 1.f);
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}
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@@ -2560,6 +2560,13 @@ void CStateManager::SetBossParams(TUniqueId bossId, float maxEnergy, u32 stringI
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xf20_bossStringIdx = stringIdx;
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}
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float CStateManager::IntegrateVisorFog(float f) const
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{
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if (x8b8_playerState->GetActiveVisor(*this) == CPlayerState::EPlayerVisor::Scan)
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return (1.f - x8b8_playerState->GetVisorTransitionFactor()) * f;
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return f;
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}
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float CStateManager::g_EscapeShakeCountdown;
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bool CStateManager::g_EscapeShakeCountdownInit = false;
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}
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