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restore original shadows fading
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8069415427
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1ec6979b8b
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@ -545,11 +545,7 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
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{
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{
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float fDistToCam = Sqrt(fDistToCamSqr);
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float fDistToCam = Sqrt(fDistToCamSqr);
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#ifndef FIX_BUGS
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if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG? must be 3.0?
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if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) && !bSpecialCam ) // BUG: must be 3.0
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#else
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if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/3.0f))) && !bSpecialCam )
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#endif
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{
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{
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//fDistToCam == 0 -> 3
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//fDistToCam == 0 -> 3
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//fDistToCam == fDrawDistance -> 0
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//fDistToCam == fDrawDistance -> 0
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@ -607,22 +603,12 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
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{
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{
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float fDistToCam = Sqrt(fDistToCamSqr);
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float fDistToCam = Sqrt(fDistToCamSqr);
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#ifndef FIX_BUGS
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//fDistToCam == 0 -> 2
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//fDistToCam == 0 -> 2
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//fDistToCam == fDrawDistance -> -2
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//fDistToCam == fDrawDistance -> -2
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float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG: negative
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float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f/4.0f))); // BUG ? negative
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#else
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//fDistToCam == 0 -> 4
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//fDistToCam == fDrawDistance -> 0
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float fMult = 1.0f - (4.0f / fDrawDistance) * (fDistToCam - (fDrawDistance*(1.0f-(1.0f/4.0f))) );
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#endif
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int32 nColorStrength;
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int32 nColorStrength;
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#ifndef FIX_BUGS
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if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG ? negative
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if ( fDistToCam >= (fDrawDistance*(1.0f/4.0f)) ) // BUG: negative
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#else
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if ( fDistToCam >= (fDrawDistance*(1.0f-(1.0f/4.0f))) )
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#endif
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nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
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nColorStrength = (int32)(CTimeCycle::GetShadowStrength() * fMult);
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else
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else
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nColorStrength = CTimeCycle::GetShadowStrength();
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nColorStrength = CTimeCycle::GetShadowStrength();
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