Batch #11964 by Yommy: 1 byte-identical, 0 confirmed by peer review. - fn_17509 C3dNode::OverrideColors: byte-identical Merged automatically: every function is byte-identical to the original.
216 lines
7.7 KiB
C++
216 lines
7.7 KiB
C++
#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Ground/GroundGeometry.h"
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#include "Contents/Models/ModelActor.h"
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#include "Contents/Models/ModelNode.h"
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#include "Contents/World/World.h"
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#include "Render/Renderer.h"
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#include "Render/Textures/Texture.h"
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#include "Utility/Math/ScalarConversion.h"
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#include <cmath>
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#include <cstring>
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union ModelColor {
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std::uint32_t value;
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struct {
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unsigned char b;
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unsigned char g;
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unsigned char r;
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unsigned char a;
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};
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};
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// GLOBAL: gl_25474
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static ModelColor g_modelFaceColors[90000];
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namespace {
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// INLINED
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float InverseLength(float squared) {
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return 1.0f / SquareRoot(squared);
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}
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// INLINED
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__forceinline void Light(const float* normal, const float* values, const float* direction, const float* diffuse, const float* ambient, float* output) {
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const float x = ((normal[0] * values[0] + normal[1] * values[3]) + normal[2] * values[6]) + 0.0f;
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const float y = ((normal[0] * values[1] + normal[1] * values[4]) + normal[2] * values[7]) + 0.0f;
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const float z = ((normal[0] * values[2] + normal[1] * values[5]) + normal[2] * values[8]) + 0.0f;
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const float inverse = InverseLength((y * y + x * x) + z * z);
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const float dot = ((y * inverse) * direction[1] + (x * inverse) * direction[0]) + (z * inverse) * direction[2];
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const float amount = dot > 0.0f ? dot : 0.0f;
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for (unsigned component = 0; component < 3; ++component) {
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const float color = amount * diffuse[component] + ambient[component];
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output[component] = color < 1.0f ? color : 1.0f;
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}
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}
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// INLINED
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unsigned char Scale(float factor, float light, unsigned char channel) {
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const float value = (factor * light) * static_cast<float>(channel);
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return static_cast<unsigned char>(255.0f < value ? 255.0f : value);
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}
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// INLINED
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ModelColor LitColor(std::uint32_t source, float alpha, bool shaded, const float* light) {
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const float factor = shaded ? 0.5f : 1.0f;
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ModelColor color;
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color.value = source;
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color.a = static_cast<unsigned char>(alpha * 255.0f);
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color.r = Scale(factor, light[0], color.r);
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color.g = Scale(factor, light[1], color.g);
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color.b = Scale(factor, light[2], color.b);
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return color;
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}
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}
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// OFFSET: 0x00AB78B0
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// FUNCTION: fn_17491
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C3dNode* C3dNode::Find(const char* selected) {
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if (this->name == selected) {
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return this;
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}
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for (std::list<C3dNode*>::iterator it = this->children.begin(); it != this->children.end(); ++it) {
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if (C3dNode* found = (*it)->Find(selected)) {
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return found;
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}
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}
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return nullptr;
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}
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// OFFSET: 0x00AB94A0
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// FUNCTION: fn_17509
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void C3dNode::OverrideColors() {
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this->unknown_0088 = 1;
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for (std::list<C3dNode*>::iterator it = this->children.begin(); it != this->children.end(); ++it) {
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(*it)->OverrideColors();
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}
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}
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// OFFSET: 0x00ABB450
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// FUNCTION: fn_17515
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void C3dNode::SampleGroundColors(const CRenderer*, const float* matrix, const GroundGeometry& ground) {
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const float* position = this->model->position;
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for (int index = 0; index < this->mesh->faceCount; ++index) {
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const ModelFace& face = this->mesh->faces[index];
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for (unsigned corner = 0; corner < 3; ++corner) {
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const auto& vertex = this->mesh->vertices[face.vertices[corner]];
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const float x = (((vertex[0] * matrix[0] + vertex[1] * matrix[3]) + vertex[2] * matrix[6]) + matrix[9]) + position[0];
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const float y = (((vertex[0] * matrix[1] + vertex[1] * matrix[4]) + vertex[2] * matrix[7]) + matrix[10]) + position[1];
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const float z = (((vertex[0] * matrix[2] + vertex[1] * matrix[5]) + vertex[2] * matrix[8]) + matrix[11]) + position[2];
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std::uint32_t sampled[3];
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ground.WorldColor(x, y, z, sampled);
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for (unsigned component = 0; component < 3; ++component) {
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const unsigned shift = 16u - component * 8u;
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const unsigned base = (this->faceState[index].colors[corner] >> shift) & 255u;
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const int value = static_cast<int>(sampled[component]) + base;
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this->faceValues[index * 9u + corner * 3u + component] = value > 255 ? 255 : value;
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}
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}
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}
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}
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// OFFSET: 0x00ABBB00
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// FUNCTION: fn_17521
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void C3dNode::Prepare(const float* matrix, const float* direction, const float* diffuse, const float* ambient, int shade) {
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struct matrix combined;
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combined.Compose(this->transform, *reinterpret_cast<const struct matrix*>(matrix));
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const struct matrix rotation = combined;
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switch (shade) {
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case 2: {
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const ModelFace* faces = this->mesh->faces;
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const ModelTextureVertex* textureVertices = this->mesh->textureVertices;
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const std::array<float, 3>* normals = this->mesh->vertexNormals;
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ModelColor* color = g_modelFaceColors;
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for (int index = 0; index < this->mesh->faceCount; ++index) {
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for (unsigned corner = 0; corner < 3; ++corner) {
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float light[3];
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Light(normals[index * 3 + corner].data(), rotation.values, direction, diffuse, ambient, light);
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const bool shaded = textureVertices[faces[index].textureVertices[corner]].shaded > 0u;
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*color++ = LitColor(this->model->color, this->alpha, shaded, light);
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}
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}
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break;
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}
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case 1: {
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const ModelFace* faces = this->mesh->faces;
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const ModelTextureVertex* textureVertices = this->mesh->textureVertices;
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const std::array<float, 3>* normals = this->mesh->faceNormals;
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ModelColor* color = g_modelFaceColors;
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for (int index = 0; index < this->mesh->faceCount; ++index) {
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float light[3];
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Light(normals[index].data(), rotation.values, direction, diffuse, ambient, light);
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for (unsigned corner = 0; corner < 3; ++corner) {
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const bool shaded = textureVertices[faces[index].textureVertices[corner]].shaded > 0u;
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*color++ = LitColor(this->model->color, this->alpha, shaded, light);
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}
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}
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break;
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}
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case 0: {
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ModelColor* color = g_modelFaceColors;
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for (int index = 0; index < this->mesh->faceCount; ++index) {
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for (unsigned corner = 0; corner < 3; ++corner) {
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color->value = this->model->color;
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color->a = static_cast<unsigned char>(this->alpha * 255.0f);
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++color;
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}
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}
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break;
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}
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}
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const ModelFace* face = this->mesh->faces;
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const ModelFace* const end = face + this->mesh->faceCount;
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const ModelTextureVertex* textureVertices = this->mesh->textureVertices;
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ModelFaceState* state = this->faceState.data();
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const ModelColor* colors = g_modelFaceColors;
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while (face != end) {
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const std::uint16_t texture = face->texture;
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CTexture* image = this->textures[texture % this->textures.size()];
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const float u = static_cast<float>(static_cast<double>(image->ImageWidth())) / static_cast<float>(static_cast<double>(image->TextureWidth()));
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const float v = static_cast<float>(static_cast<double>(image->ImageHeight())) / static_cast<float>(static_cast<double>(image->TextureHeight()));
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while (face != end && face->texture == texture) {
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for (unsigned corner = 0; corner < 3; ++corner) {
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state->colors[corner] = colors[corner].value;
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}
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if (this->mesh->textureVertexCount == 0) {
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for (unsigned corner = 0; corner < 3; ++corner) {
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state->uv[corner][0] = u;
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state->uv[corner][1] = v;
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}
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} else {
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for (unsigned corner = 0; corner < 3; ++corner) {
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const ModelTextureVertex& uv = textureVertices[face->textureVertices[corner]];
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state->uv[corner][1] = v * uv.v;
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state->uv[corner][0] = u * uv.u;
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}
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}
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++face;
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++state;
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colors += 3;
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}
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}
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this->SampleGroundColors(g_renderer, combined.values, *static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->ground);
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for (std::list<C3dNode*>::iterator it = this->children.begin(); it != this->children.end(); ++it) {
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(*it)->Prepare(combined.values, direction, diffuse, ambient, shade);
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}
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}
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