Small adjustments and polish
cut up light bridge to better z sort
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d29477c844
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@ -122,7 +122,7 @@ struct DecorObjectDefinition gDecorObjectDefinitions[] = {
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NULL,
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},
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0.0f,
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1.0f,
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1.3f,
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PROPS_LIGHT_RAIL_ENDCAP_DYNAMIC_MODEL,
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.materialIndex = LIGHT_RAIL_ENDCAP_INDEX,
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.soundClipId = -1,
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@ -65,14 +65,16 @@ void staticRenderPopulateRooms(struct FrustrumCullingInformation* cullingInfo, M
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struct RotatedBox rotatedBox;
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rotatedBoxTransform(&staticTransforms[staticElement->transformIndex], animatedBox, &rotatedBox);
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struct Transform* transform = &staticTransforms[staticElement->transformIndex];
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rotatedBoxTransform(transform, animatedBox, &rotatedBox);
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if (isRotatedBoxOutsideFrustrum(cullingInfo, &rotatedBox)) {
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continue;
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}
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struct Vector3 center;
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vector3Scale(&rotatedBox.origin, ¢er, 1.0f / SCENE_SCALE);
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vector3AddScaled(&staticElement->center, &transform->position, 1.0f / SCENE_SCALE, ¢er);
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renderSceneAdd(
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renderScene,
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@ -525,5 +525,6 @@ void sceneDeserialize(struct Serializer* serializer, struct Scene* scene) {
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if (scene->player.flags & (PlayerHasFirstPortalGun | PlayerHasSecondPortalGun)) {
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scene->portalGun.portalGunVisible = 1;
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scene->portalGun.rotation = scene->player.lookTransform.rotation;
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}
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}
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@ -216,4 +216,6 @@ void fizzlerUpdate(struct Fizzler* fizzler) {
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fizzler->oldestParticleIndex = 0;
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}
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}
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osWritebackDCache(fizzler->modelVertices, sizeof(Vtx) * maxVertex);
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}
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@ -49,6 +49,9 @@ void portalGunInit(struct PortalGun* portalGun, struct Transform* at, int isFres
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if (isFreshStart) {
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skAnimatorRunClip(&portalGun->animator, &portal_gun_v_portalgun_Armature_draw_clip, 0.0f, 0);
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// the first time the scene renders, the animation clip hasn't started yet
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// this just hides the gun offscreen so it doesn't show up for a single frame
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portalGun->armature.pose[0].position.y = -1.0f;
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} else {
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skAnimatorRunClip(&portalGun->animator, &portal_gun_v_portalgun_Armature_idle_clip, 0.0f, 0);
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}
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