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https://github.com/XProger/OpenLara.git
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fix CUT_4 scion rendering
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@@ -1324,7 +1324,9 @@ struct Controller {
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}
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}
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mat4 getMatrix() {
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mat4 getMatrix() {
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if (level->isCutsceneLevel() && (getEntity().isActor() || getEntity().isLara()))
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const TR::Entity &e = getEntity();
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if (level->isCutsceneLevel() && (e.isActor() || e.isLara()) && e.type != TR::Entity::CUT_4)
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return level->cutMatrix;
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return level->cutMatrix;
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if (!lockMatrix) {
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if (!lockMatrix) {
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@@ -122,7 +122,7 @@
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#include "utils.h"
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#include "utils.h"
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// muse be equal with base shader
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// muse be equal with base shader
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#define SHADOW_TEX_SIZE 1024
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#define SHADOW_TEX_SIZE 2048
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extern void* osMutexInit ();
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extern void* osMutexInit ();
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extern void osMutexFree (void *obj);
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extern void osMutexFree (void *obj);
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@@ -1993,7 +1993,7 @@ namespace TR {
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&& type != ENEMY_MUMMY
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&& type != ENEMY_MUMMY
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&& type != ENEMY_NATLA)
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&& type != ENEMY_NATLA)
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opaque = true;
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opaque = true;
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if (type == SWITCH || type == SWITCH_WATER)
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if (type == SWITCH || type == SWITCH_WATER || type == CUT_1)
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opaque = true;
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opaque = true;
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if ((type >= PUZZLE_HOLE_1 && type <= PUZZLE_HOLE_4) || type == LIGHTNING)
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if ((type >= PUZZLE_HOLE_1 && type <= PUZZLE_HOLE_4) || type == LIGHTNING)
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opaque = false;
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opaque = false;
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@@ -3793,7 +3793,7 @@ namespace TR {
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if (isCutsceneLevel()) {
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if (isCutsceneLevel()) {
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for (int i = 0; i < entitiesBaseCount; i++) {
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for (int i = 0; i < entitiesBaseCount; i++) {
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Entity &e = entities[i];
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Entity &e = entities[i];
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if ((((version & VER_TR1)) && e.isActor()) ||
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if ((((version & VER_TR1)) && e.type == Entity::CUT_1) ||
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(((version & (VER_TR2 | VER_TR3))) && e.isLara())) {
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(((version & (VER_TR2 | VER_TR3))) && e.isLara())) {
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cutEntity = i;
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cutEntity = i;
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break;
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break;
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@@ -1949,7 +1949,7 @@ struct Level : IGame {
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if (isModel) { // model
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if (isModel) { // model
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ASSERT(controller->intensity >= 0.0f);
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ASSERT(controller->intensity >= 0.0f);
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setMainLight(controller);
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setMainLight(level.isCutsceneLevel() ? player : controller);
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setRoomParams(roomIndex, type, 1.0f, controller->intensity, controller->specular, 1.0f, mesh->transparent == 1);
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setRoomParams(roomIndex, type, 1.0f, controller->intensity, controller->specular, 1.0f, mesh->transparent == 1);
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vec3 pos = controller->getPos();
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vec3 pos = controller->getPos();
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