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miami shadows
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@ -2505,8 +2505,12 @@ CAutomobile::PreRender(void)
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// end of lights
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}
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//TODO(MIAMI): StoreShadowForVehicle once we have it
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CShadows::StoreShadowForCar(this);
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if (IsRealHeli())
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CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_HELI);
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else if ( GetModelIndex() == MI_RCBARON)
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CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_RCPLANE);
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else
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CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_CAR);
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DoSunGlare();
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@ -1546,7 +1546,7 @@ CBike::PreRender(void)
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}
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AddDamagedVehicleParticles();
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//TODO(MIAMI): StoreShadowForVehicle once we have it
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CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_BIKE);
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CMatrix mat;
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CVector pos;
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@ -560,6 +560,7 @@ CHeli::PreRender(void)
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{
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float radius = (GetPosition().z - FindPlayerCoors().z - 10.0f - 1.0f) * 0.3f + 10.0f;
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HeliDustGenerate(this, radius, FindPlayerCoors().z, Max(16.0f - 4.0f*CTimer::GetTimeStep(), 2.0f));
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CShadows::StoreShadowForVehicle(this, VEH_SHD_TYPE_HELI);
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}
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void
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@ -595,7 +596,7 @@ CHeli::PreRenderAlways(void)
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &shadowPos,
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6.0f, 0.0f, 0.0f, -6.0f,
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80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity,
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50.0f, true, 1.0f);
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50.0f, true, 1.0f, NULL, false);
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CVector front = GetMatrix() * CVector(0.0f, 7.0f, 0.0f);
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CVector toPlayer = FindPlayerCoors() - front;
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