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@@ -1491,7 +1491,7 @@ void EffectRipple::draw() {
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glClearDLL(GL_DEPTH_BUFFER_BIT);
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if (disp_manager->get_obj_count(mdl::OBJ_TYPE_USER)) {
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gl_state_active_bind_texture_2d(7, rt[counter % 3]->GetColorTex());
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disp_manager->draw(mdl::OBJ_TYPE_USER, 0, true);
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disp_manager->draw(mdl::OBJ_TYPE_USER);
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gl_state_active_bind_texture_2d(7, 0);
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}
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@@ -1971,7 +1971,7 @@ namespace mdl {
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i.reset_vertex_attrib();
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}
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void DispManager::draw(ObjType type, int32_t depth_mask, bool a4) {
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void DispManager::draw(ObjType type, int32_t depth_mask, bool reflect_texture_mask) {
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if (type < 0 || type >= mdl::OBJ_TYPE_LOCAL_MAX || get_obj_count(type) < 1)
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return;
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@@ -2057,7 +2057,7 @@ namespace mdl {
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break;
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case OBJ_TYPE_REFLECT_OPAQUE:
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alpha_test = 1;
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if (!a4)
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if (!reflect_texture_mask)
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func = draw_sub_mesh_reflect_reflect_map;
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break;
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case OBJ_TYPE_REFLECT_TRANSLUCENT:
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@@ -449,7 +449,7 @@ namespace mdl {
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void check_index_buffer(GLuint buffer);
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void check_vertex_arrays();
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void check_vertex_buffer(GLuint buffer);
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void draw(mdl::ObjType type, int32_t depth_mask = 0, bool a4 = true);
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void draw(mdl::ObjType type, int32_t depth_mask = 0, bool reflect_texture_mask = true);
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void draw_translucent(mdl::ObjType type, int32_t alpha);
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/*void draw_show_vector(mdl::ObjType type, int32_t show_vector);*/
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void entry_list(ObjType type, ObjData* data);
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