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arm64 : fix intptr_t size
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@@ -166,7 +166,7 @@ public:
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virtual unsigned short InvalidShadowIndex( );
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// Methods of ISpatialLeafEnumerator
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virtual bool EnumerateLeaf( int leaf, int context );
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virtual bool EnumerateLeaf( int leaf, intp context );
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// Sets the texture coordinate range for a shadow...
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virtual void SetShadowTexCoord( ShadowHandle_t handle, float x, float y, float w, float h );
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@@ -605,7 +605,7 @@ void CShadowMgr::SetMaterial( Shadow_t& shadow, IMaterial* pMaterial, IMaterial*
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}
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// Search the sort order handles for an enumeration id match
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int materialEnum = (int)pMaterial;
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int materialEnum = (intp)pMaterial;
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for (unsigned short i = m_SortOrderIds.Head(); i != m_SortOrderIds.InvalidIndex();
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i = m_SortOrderIds.Next(i) )
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{
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@@ -1536,7 +1536,7 @@ void CShadowMgr::ProjectShadow( ShadowHandle_t handle, const Vector &origin,
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for ( int i = 0; i < nLeafCount; ++i )
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{
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// NOTE: Scope specifier eliminates virtual function call
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CShadowMgr::EnumerateLeaf( pLeafList[i], (int)&build );
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CShadowMgr::EnumerateLeaf( pLeafList[i], (intp)&build );
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}
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}
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@@ -1650,7 +1650,7 @@ void CShadowMgr::ProjectFlashlight( ShadowHandle_t handle, const VMatrix& worldT
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for ( int i = 0; i < nLeafCount; ++i )
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{
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// NOTE: Scope specifier eliminates virtual function call
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CShadowMgr::EnumerateLeaf( pLeafList[i], (int)&build );
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CShadowMgr::EnumerateLeaf( pLeafList[i], (intp)&build );
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}
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}
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@@ -1809,7 +1809,7 @@ void CShadowMgr::ApplyShadowToLeaf( const Shadow_t &shadow, mleaf_t* RESTRICT pL
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//-----------------------------------------------------------------------------
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// Applies a projected texture to all surfaces in the leaf
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//-----------------------------------------------------------------------------
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bool CShadowMgr::EnumerateLeaf( int leaf, int context )
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bool CShadowMgr::EnumerateLeaf( int leaf, intp context )
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{
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VPROF( "CShadowMgr::EnumerateLeaf" );
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ShadowBuildInfo_t* pBuild = (ShadowBuildInfo_t*)context;
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