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rem refs
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139 changed files with 1350 additions and 1400 deletions
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@ -20,43 +20,31 @@
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SETTWEAKPATH("Shadows");
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TWEAKBOOL(gbPrintShite);
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#if 1
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RwImVertexIndex ShadowIndexList[24];
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#else
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RwImVertexIndex (&ShadowIndexList)[24] = *(RwImVertexIndex (*)[24])*(int *)0x649188;
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#endif
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RwTexture *&gpShadowCarTex = *(RwTexture **)0x8F2C90;
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RwTexture *&gpShadowPedTex = *(RwTexture **)0x8F59D0;
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RwTexture *&gpShadowHeliTex = *(RwTexture **)0x8E2A90;
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RwTexture *&gpShadowExplosionTex = *(RwTexture **)0x8F2A00;
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RwTexture *&gpShadowHeadLightsTex = *(RwTexture **)0x95CB98;
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RwTexture *&gpOutline1Tex = *(RwTexture **)0x8F1B24;
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RwTexture *&gpOutline2Tex = *(RwTexture **)0x8F1B04;
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RwTexture *&gpOutline3Tex = *(RwTexture **)0x8F1B08;
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RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8;
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RwTexture *&gpReflectionTex = *(RwTexture **)0x8F582C;
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RwTexture *&gpGoalMarkerTex = *(RwTexture **)0x94142C;
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RwTexture *&gpWalkDontTex = *(RwTexture **)0x95CB4C;
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RwTexture *&gpCrackedGlassTex = *(RwTexture **)0x95CB94;
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RwTexture *&gpPostShadowTex = *(RwTexture **)0x8F59D4;
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RwTexture *&gpGoalTex = *(RwTexture**)0x94142C;
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RwTexture *gpShadowCarTex;
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RwTexture *gpShadowPedTex;
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RwTexture *gpShadowHeliTex;
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RwTexture *gpShadowExplosionTex;
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RwTexture *gpShadowHeadLightsTex;
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RwTexture *gpOutline1Tex;
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RwTexture *gpOutline2Tex;
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RwTexture *gpOutline3Tex;
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RwTexture *gpBloodPoolTex;
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RwTexture *gpReflectionTex;
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RwTexture *gpGoalMarkerTex;
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RwTexture *gpWalkDontTex;
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RwTexture *gpCrackedGlassTex;
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RwTexture *gpPostShadowTex;
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RwTexture *gpGoalTex;
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#if 1
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int16 CShadows::ShadowsStoredToBeRendered;
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CStoredShadow CShadows::asShadowsStored [MAX_STOREDSHADOWS];
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CPolyBunch CShadows::aPolyBunches [MAX_POLYBUNCHES];
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CStaticShadow CShadows::aStaticShadows [MAX_STATICSHADOWS];
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CPolyBunch *CShadows::pEmptyBunchList;
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CPermanentShadow CShadows::aPermanentShadows[MAX_PERMAMENTSHADOWS];
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#else
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int16 &CShadows::ShadowsStoredToBeRendered = *(int16*)0x95CCEE;
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CStoredShadow (&CShadows::asShadowsStored)[MAX_STOREDSHADOWS] = *(CStoredShadow (*)[MAX_STOREDSHADOWS])*(int *)0x779058;
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CPolyBunch (&CShadows::aPolyBunches)[MAX_POLYBUNCHES] = *(CPolyBunch (*)[MAX_POLYBUNCHES])*(int *)0x86F4C8;
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CStaticShadow (&CShadows::aStaticShadows)[MAX_STATICSHADOWS] = *(CStaticShadow (*)[MAX_STATICSHADOWS])*(int *)0x773BE8;
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CPolyBunch *&CShadows::pEmptyBunchList = *(CPolyBunch**)0x8F435C;
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CPermanentShadow (&CShadows::aPermanentShadows)[MAX_PERMAMENTSHADOWS] = *(CPermanentShadow (*)[MAX_PERMAMENTSHADOWS])*(int *)0x712040;
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#endif
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void
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CShadows::Init(void)
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