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CSamusFaceReflection progress
Former-commit-id: 0025d54cea52ca43dfe2a7a5825ab171ccbc57cd
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@@ -20,16 +20,18 @@ class CActorLights {
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public:
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static const float kDefaultPositionUpdateThreshold;
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CActorLights(const uint areaUpdateFramePeriod, CVector3f lightingPositionOffset, const int maxDynamicLights,
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const int maxAreaLights, float positionUpdateThreshold, const bool ambientChannelOverflow,
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const bool useLightSet2, const bool disableWorldLights);
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CActorLights(const uint areaUpdateFramePeriod, CVector3f lightingPositionOffset,
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const int maxDynamicLights, const int maxAreaLights,
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float positionUpdateThreshold = kDefaultPositionUpdateThreshold,
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const bool ambientChannelOverflow = false, const bool useLightSet2 = false,
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const bool disableWorldLights = false);
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~CActorLights();
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void BuildConstantAmbientLighting();
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void BuildConstantAmbientLighting(const CColor&);
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bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& bounds);
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void BuildDynamicLightList(const CStateManager& mgr, const CAABox& bounds);
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void BuildFakeLightList(const rstl::vector<CLight>&, const CColor&);
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void BuildFakeLightList(const rstl::vector< CLight >&, const CColor&);
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void BuildFaceLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& aabb);
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void ActivateLights() const;
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