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The real pickup reflection fix
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@ -3587,8 +3587,8 @@ CCamera::CalculateDerivedValues(void)
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m_cameraMatrix = Invert(m_matrix);
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float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f);
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float c = cos(hfov);
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float s = sin(hfov);
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float c = Cos(hfov);
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float s = Sin(hfov);
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// right plane
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m_vecFrustumNormals[0] = CVector(c, -s, 0.0f);
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@ -128,11 +128,8 @@ CFire::ProcessFire(void)
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lightpos.z = m_vecPos.z + 5.0f;
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if (!m_pEntity) {
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CShadows::StoreStaticShadow((uintptr)this, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &lightpos,
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7.0f, 0.0f, 0.0f, -7.0f,
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255, // this is 0 on PC which results in no shadow
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nRandNumber / 2, nRandNumber / 2, 0,
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10.0f, 1.0f, 40.0f, 0, 0.0f);
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CShadows::StoreStaticShadow((uintptr)this, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &lightpos, 7.0f, 0.0f, 0.0f, -7.0f, 0, nRandNumber / 2,
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nRandNumber / 2, 0, 10.0f, 1.0f, 40.0f, 0, 0.0f);
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}
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fGreen = nRandNumber / 128;
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fRed = nRandNumber / 128;
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