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https://github.com/GTAmodding/re3.git
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CWeaponModelInfo
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e4683a3074
commit
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@ -145,7 +145,7 @@ AnimAssocDesc aStdAnimDescs[] = {
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{ ANIM_DRIVEBY_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
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{ ANIM_CAR_LB, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
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{ ANIM_DRIVE_BOAT, ASSOC_DELETEFADEDOUT },
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{ ANIM_CAR_GETOUT_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_CAR_GETOUT_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_CAR_GETOUT_LOW_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_CAR_CLOSE_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_CAR_HOOKERTALK, ASSOC_REPEAT | ASSOC_PARTIAL },
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@ -906,6 +906,7 @@ CAnimManager::LoadAnimFile(RwStream *stream, bool compress, char (*somename)[32]
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int animIndex = animBlock->firstIndex;
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for(j = 0; j < animBlock->numAnims; j++){
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assert(animIndex < ARRAY_SIZE(ms_aAnimations));
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CAnimBlendHierarchy *hier = &ms_aAnimations[animIndex++];
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// animation name
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@ -9,6 +9,7 @@ CBaseModelInfo *CModelInfo::ms_modelInfoPtrs[MODELINFOSIZE];
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CStore<CSimpleModelInfo, SIMPLEMODELSIZE> CModelInfo::ms_simpleModelStore;
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CStore<CTimeModelInfo, TIMEMODELSIZE> CModelInfo::ms_timeModelStore;
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CStore<CWeaponModelInfo, WEAPONMODELSIZE> CModelInfo::ms_weaponModelStore;
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CStore<CClumpModelInfo, CLUMPMODELSIZE> CModelInfo::ms_clumpModelStore;
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CStore<CPedModelInfo, PEDMODELSIZE> CModelInfo::ms_pedModelStore;
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CStore<CVehicleModelInfo, VEHICLEMODELSIZE> CModelInfo::ms_vehicleModelStore;
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@ -25,6 +26,7 @@ CModelInfo::Initialise(void)
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ms_2dEffectStore.clear();
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ms_simpleModelStore.clear();
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ms_timeModelStore.clear();
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ms_weaponModelStore.clear();
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ms_clumpModelStore.clear();
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ms_pedModelStore.clear();
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ms_vehicleModelStore.clear();
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@ -86,6 +88,8 @@ CModelInfo::ShutDown(void)
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ms_simpleModelStore.store[i].Shutdown();
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for(i = 0; i < ms_timeModelStore.allocPtr; i++)
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ms_timeModelStore.store[i].Shutdown();
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for(i = 0; i < ms_weaponModelStore.allocPtr; i++)
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ms_weaponModelStore.store[i].Shutdown();
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for(i = 0; i < ms_clumpModelStore.allocPtr; i++)
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ms_clumpModelStore.store[i].Shutdown();
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for(i = 0; i < ms_vehicleModelStore.allocPtr; i++)
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@ -98,6 +102,7 @@ CModelInfo::ShutDown(void)
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ms_2dEffectStore.clear();
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ms_simpleModelStore.clear();
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ms_timeModelStore.clear();
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ms_weaponModelStore.clear();
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ms_pedModelStore.clear();
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ms_clumpModelStore.clear();
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ms_vehicleModelStore.clear();
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@ -123,6 +128,16 @@ CModelInfo::AddTimeModel(int id)
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return modelinfo;
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}
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CWeaponModelInfo*
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CModelInfo::AddWeaponModel(int id)
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{
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CWeaponModelInfo *modelinfo;
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modelinfo = CModelInfo::ms_weaponModelStore.alloc();
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CModelInfo::ms_modelInfoPtrs[id] = modelinfo;
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modelinfo->Init();
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return modelinfo;
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}
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CClumpModelInfo*
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CModelInfo::AddClumpModel(int id)
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{
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@ -4,6 +4,7 @@
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#include "BaseModelInfo.h"
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#include "SimpleModelInfo.h"
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#include "TimeModelInfo.h"
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#include "WeaponModelInfo.h"
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#include "ClumpModelInfo.h"
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#include "PedModelInfo.h"
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#include "VehicleModelInfo.h"
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@ -14,6 +15,7 @@ class CModelInfo
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static CBaseModelInfo *ms_modelInfoPtrs[MODELINFOSIZE];
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static CStore<CSimpleModelInfo, SIMPLEMODELSIZE> ms_simpleModelStore;
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static CStore<CTimeModelInfo, TIMEMODELSIZE> ms_timeModelStore;
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static CStore<CWeaponModelInfo, WEAPONMODELSIZE> ms_weaponModelStore;
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static CStore<CClumpModelInfo, CLUMPMODELSIZE> ms_clumpModelStore;
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static CStore<CPedModelInfo, PEDMODELSIZE> ms_pedModelStore;
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static CStore<CVehicleModelInfo, VEHICLEMODELSIZE> ms_vehicleModelStore;
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@ -25,6 +27,7 @@ public:
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static CSimpleModelInfo *AddSimpleModel(int id);
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static CTimeModelInfo *AddTimeModel(int id);
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static CWeaponModelInfo *AddWeaponModel(int id);
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static CClumpModelInfo *AddClumpModel(int id);
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static CPedModelInfo *AddPedModel(int id);
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static CVehicleModelInfo *AddVehicleModel(int id);
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53
src/modelinfo/WeaponModelInfo.cpp
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53
src/modelinfo/WeaponModelInfo.cpp
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@ -0,0 +1,53 @@
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#include "common.h"
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#include "ModelInfo.h"
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#include "AnimManager.h"
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#include "VisibilityPlugins.h"
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void
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CWeaponModelInfo::SetAnimFile(const char *file)
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{
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if(strcasecmp(file, "null") == 0)
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return;
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m_animFileName = new char[strlen(file)+1];
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strcpy(m_animFileName, file);
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}
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void
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CWeaponModelInfo::ConvertAnimFileIndex(void)
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{
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if(m_animFileIndex != -1){
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// we have a string pointer in that union
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int32 index = CAnimManager::GetAnimationBlockIndex(m_animFileName);
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delete[] m_animFileName;
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m_animFileIndex = index;
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}
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}
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void
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CWeaponModelInfo::Init(void)
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{
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CSimpleModelInfo::Init();
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SetWeaponInfo(0);
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}
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void
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CWeaponModelInfo::SetWeaponInfo(int32 weaponId)
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{
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m_atomics[2] = (RpAtomic*)weaponId;
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}
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int32
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CWeaponModelInfo::GetWeaponInfo(void)
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{
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return (int32)(uintptr)m_atomics[2];
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}
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void
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CWeaponModelInfo::SetAtomic(int n, RpAtomic *atomic)
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{
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CSimpleModelInfo::SetAtomic(n, atomic);
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CVisibilityPlugins::SetAtomicRenderCallback(atomic, CVisibilityPlugins::RenderWeaponCB);
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}
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22
src/modelinfo/WeaponModelInfo.h
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22
src/modelinfo/WeaponModelInfo.h
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@ -0,0 +1,22 @@
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#pragma once
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#include "SimpleModelInfo.h"
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class CWeaponModelInfo : public CSimpleModelInfo
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{
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union {
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int32 m_animFileIndex;
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char *m_animFileName;
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};
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public:
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CWeaponModelInfo(void) : CSimpleModelInfo(MITYPE_WEAPON) { m_animFileIndex = -1; }
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virtual void SetAnimFile(const char *file);
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virtual void ConvertAnimFileIndex(void);
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virtual int GetAnimFileIndex(void) { return m_animFileIndex; }
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void Init(void);
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void SetWeaponInfo(int32 weaponId);
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int32 GetWeaponInfo(void);
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void SetAtomic(int n, RpAtomic *atomic);
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};
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@ -218,6 +218,25 @@ CVisibilityPlugins::RenderAlphaAtomic(RpAtomic *atomic, int alpha)
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return atomic;
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}
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//--MIAMI: done
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RpAtomic*
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CVisibilityPlugins::RenderWeaponCB(RpAtomic *atomic)
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{
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RwMatrix *m;
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RwV3d view;
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float maxdist, distsq;
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CSimpleModelInfo *mi;
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mi = GetAtomicModelInfo(atomic);
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m = RwFrameGetLTM(RpAtomicGetFrame(atomic));
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RwV3dSub(&view, RwMatrixGetPos(m), ms_pCameraPosn);
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maxdist = mi->GetLodDistance(0);
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distsq = RwV3dDotProduct(&view, &view);
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if(distsq < maxdist*maxdist)
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AtomicDefaultRenderCallBack(atomic);
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return atomic;
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}
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RpAtomic*
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CVisibilityPlugins::RenderFadingAtomic(RpAtomic *atomic, float camdist)
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{
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@ -46,6 +46,7 @@ public:
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static RpAtomic *RenderWheelAtomicCB(RpAtomic *atomic);
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static RpAtomic *RenderObjNormalAtomic(RpAtomic *atomic);
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static RpAtomic *RenderAlphaAtomic(RpAtomic *atomic, int alpha);
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static RpAtomic *RenderWeaponCB(RpAtomic *atomic);
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static RpAtomic *RenderFadingAtomic(RpAtomic *atm, float dist);
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static RpAtomic *RenderVehicleHiDetailCB(RpAtomic *atomic);
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