shadow fixes
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@@ -128,21 +128,12 @@ class CPed;
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class CShadows
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{
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public:
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#if 1
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static int16 ShadowsStoredToBeRendered;
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static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS];
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static CPolyBunch aPolyBunches [MAX_POLYBUNCHES];
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static CStaticShadow aStaticShadows [MAX_STATICSHADOWS];
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static CPolyBunch *pEmptyBunchList;
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static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS];
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#else
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static int16 &ShadowsStoredToBeRendered;
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static CStoredShadow (&asShadowsStored) [MAX_STOREDSHADOWS];
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static CPolyBunch (&aPolyBunches) [MAX_POLYBUNCHES];
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static CStaticShadow (&aStaticShadows) [MAX_STATICSHADOWS];
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static CPolyBunch *&pEmptyBunchList;
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static CPermanentShadow (&aPermanentShadows)[MAX_PERMAMENTSHADOWS];
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#endif
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static void Init (void);
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static void Shutdown (void);
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@@ -166,7 +157,7 @@ public:
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CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
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static void UpdateStaticShadows (void);
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static void UpdatePermanentShadows (void);
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static void CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY);
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static void CalcPedShadowValues (CVector vecLightDir, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY, float *pfDisplacementX, float *pfDisplacementY);
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static void RenderExtraPlayerShadows (void);
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static void TidyUpShadows (void);
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static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
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