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@ -227,10 +227,6 @@ int32 nParticleCreationInterval = 1;
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float fParticleScaleLimit = 0.5f;
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RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8;
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void CParticle::ReloadConfig()
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{
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debug("Initialising CParticleMgr...");
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@ -2,9 +2,11 @@
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#include "patcher.h"
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#include "Shadows.h"
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WRAPPER void CShadows::AddPermanentShadow(unsigned char ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, unsigned char nRed, unsigned char nGreen, unsigned char nBlue, float fZDistance, unsigned int nTime, float fScale) { EAXJMP(0x512FD0); }
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WRAPPER void CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale) { EAXJMP(0x512FD0); }
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WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
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WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
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WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); }
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WRAPPER void CShadows::CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY) { EAXJMP(0x516EB0); }
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WRAPPER void CShadows::StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY) { EAXJMP(0x513CB0); }
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RwTexture*& gpBloodPoolTex = *(RwTexture * *)0x9415F8;
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@ -13,3 +13,5 @@ public:
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static void CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY);
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static void StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY);
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};
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extern RwTexture*& gpBloodPoolTex;
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