mirror of
https://github.com/blitzkit/blitzkit.git
synced 2026-10-23 19:49:50 +02:00
Fix dynamic armor overlay vanishing on re-render
PrimaryArmorSceneComponent rebuilt its ShaderMaterial every render with null uniforms that were only set once on mount. Create it once with useState instead.
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1 parent
763ecf22b0
commit
0941c23a3c
1 file changed
+46
-43
+46
-43
@@ -5,7 +5,7 @@ import {
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} from "@blitzkit/core";
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} from "@blitzkit/core";
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import { invalidate, useFrame } from "@react-three/fiber";
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import { invalidate, useFrame } from "@react-three/fiber";
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import type { QuicklimeEvent } from "quicklime";
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import type { QuicklimeEvent } from "quicklime";
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import { useEffect } from "react";
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import { useEffect, useState } from "react";
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import {
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import {
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MeshBasicMaterial,
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MeshBasicMaterial,
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NormalBlending,
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NormalBlending,
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@@ -43,42 +43,45 @@ export function PrimaryArmorSceneComponent({
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node,
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node,
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thickness,
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thickness,
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}: PrimaryArmorSceneComponentProps) {
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}: PrimaryArmorSceneComponentProps) {
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const material = new ShaderMaterial({
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const [material] = useState(
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fragmentShader,
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() =>
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vertexShader,
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new ShaderMaterial({
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fragmentShader,
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vertexShader,
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fog: true,
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fog: true,
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transparent: true,
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transparent: true,
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blending: isHalloween ? SubtractiveBlending : NormalBlending,
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blending: isHalloween ? SubtractiveBlending : NormalBlending,
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uniforms: UniformsUtils.merge([
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uniforms: UniformsUtils.merge([
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UniformsLib.common,
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UniformsLib.common,
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UniformsLib.fog,
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UniformsLib.fog,
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{
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{
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thickness: { value: null },
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thickness: { value: null },
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penetration: { value: null },
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penetration: { value: null },
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caliber: { value: null },
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caliber: { value: null },
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ricochet: { value: null },
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ricochet: { value: null },
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normalization: { value: null },
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normalization: { value: null },
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isExplosive: { value: null },
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isExplosive: { value: null },
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canSplash: { value: null },
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canSplash: { value: null },
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damage: { value: null },
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damage: { value: null },
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explosionRadius: { value: null },
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explosionRadius: { value: null },
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greenPenetration: { value: null },
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greenPenetration: { value: null },
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advancedHighlighting: { value: null },
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advancedHighlighting: { value: null },
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opaque: { value: null },
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opaque: { value: null },
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inverseProjectionMatrix: { value: null },
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inverseProjectionMatrix: { value: null },
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resolution: { value: new Vector2() },
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resolution: { value: new Vector2() },
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spacedArmorBuffer: { value: null },
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spacedArmorBuffer: { value: null },
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spacedArmorDepth: { value: null },
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spacedArmorDepth: { value: null },
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opacity: { value: 0 },
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opacity: { value: 0 },
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},
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},
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]),
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]),
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});
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})
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);
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useEffect(() => {
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useEffect(() => {
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function handleShellChange() {
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function handleShellChange() {
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@@ -88,10 +91,10 @@ export function PrimaryArmorSceneComponent({
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material.uniforms.caliber.value = shell.caliber;
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material.uniforms.caliber.value = shell.caliber;
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material.uniforms.ricochet.value = degToRad(
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material.uniforms.ricochet.value = degToRad(
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isExplosive(shell.type) ? 90 : shell.ricochet!,
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isExplosive(shell.type) ? 90 : shell.ricochet!
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);
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);
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material.uniforms.normalization.value = degToRad(
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material.uniforms.normalization.value = degToRad(
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shell.normalization ?? 0,
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shell.normalization ?? 0
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);
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);
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material.uniforms.isExplosive.value = isExplosive(shell.type);
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material.uniforms.isExplosive.value = isExplosive(shell.type);
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material.uniforms.canSplash.value = canSplash(shell.type);
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material.uniforms.canSplash.value = canSplash(shell.type);
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@@ -121,7 +124,7 @@ export function PrimaryArmorSceneComponent({
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const hasEnhancedArmor = hasEquipment(
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const hasEnhancedArmor = hasEquipment(
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110,
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110,
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Duel.state.protagonist.tank.equipment_preset,
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Duel.state.protagonist.tank.equipment_preset,
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equipment,
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equipment
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);
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);
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const equalizer =
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const equalizer =
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(Duel.state.equalize
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(Duel.state.equalize
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@@ -142,7 +145,7 @@ export function PrimaryArmorSceneComponent({
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const hasCalibratedShells = hasEquipment(
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const hasCalibratedShells = hasEquipment(
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103,
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103,
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Duel.state.antagonist.tank.equipment_preset,
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Duel.state.antagonist.tank.equipment_preset,
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equipment,
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equipment
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);
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);
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material.uniforms.penetration.value =
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material.uniforms.penetration.value =
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@@ -151,7 +154,7 @@ export function PrimaryArmorSceneComponent({
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hasCalibratedShells,
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hasCalibratedShells,
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Duel.state.equalize,
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Duel.state.equalize,
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shell.type,
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shell.type,
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Duel.state.antagonist.tank.equalizer,
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Duel.state.antagonist.tank.equalizer
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);
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);
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if (!noInvalidate) invalidate();
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if (!noInvalidate) invalidate();
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@@ -164,7 +167,7 @@ export function PrimaryArmorSceneComponent({
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handleShellChange();
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handleShellChange();
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handleGreenPenetrationChange(TankopediaPersistent.state.greenPenetration);
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handleGreenPenetrationChange(TankopediaPersistent.state.greenPenetration);
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handleAdvancedHighlightingChange(
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handleAdvancedHighlightingChange(
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TankopediaPersistent.state.advancedHighlighting,
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TankopediaPersistent.state.advancedHighlighting
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);
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);
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handleOpaqueChange(TankopediaPersistent.state.opaque);
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handleOpaqueChange(TankopediaPersistent.state.opaque);
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handleWireframeChange(TankopediaPersistent.state.wireframe);
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handleWireframeChange(TankopediaPersistent.state.wireframe);
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@@ -178,27 +181,27 @@ export function PrimaryArmorSceneComponent({
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Tankopedia.on((state) => state.customShell, handleShellChange),
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Tankopedia.on((state) => state.customShell, handleShellChange),
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TankopediaPersistent.on(
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TankopediaPersistent.on(
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(state) => state.greenPenetration,
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(state) => state.greenPenetration,
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handleGreenPenetrationChange,
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handleGreenPenetrationChange
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),
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),
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TankopediaPersistent.on(
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TankopediaPersistent.on(
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(state) => state.advancedHighlighting,
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(state) => state.advancedHighlighting,
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handleAdvancedHighlightingChange,
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handleAdvancedHighlightingChange
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),
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),
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TankopediaPersistent.on((state) => state.opaque, handleOpaqueChange),
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TankopediaPersistent.on((state) => state.opaque, handleOpaqueChange),
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Duel.on(
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Duel.on(
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(state) => state.protagonist.equipmentMatrix,
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(state) => state.protagonist.equipmentMatrix,
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() => handleProtagonistEquipmentChange(),
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() => handleProtagonistEquipmentChange()
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),
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),
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Duel.on(
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Duel.on(
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(state) => state.antagonist.equipmentMatrix,
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(state) => state.antagonist.equipmentMatrix,
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() => handleAntagonistEquipmentChange(),
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() => handleAntagonistEquipmentChange()
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),
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),
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Duel.on(
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Duel.on(
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(state) => state.equalize,
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(state) => state.equalize,
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() => {
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() => {
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handleProtagonistEquipmentChange();
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handleProtagonistEquipmentChange();
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handleAntagonistEquipmentChange();
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handleAntagonistEquipmentChange();
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},
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}
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),
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),
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() => transitionEvent.off(handleTransitionEvent),
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() => transitionEvent.off(handleTransitionEvent),
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];
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];
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@@ -210,7 +213,7 @@ export function PrimaryArmorSceneComponent({
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useFrame(({ gl, camera }) => {
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useFrame(({ gl, camera }) => {
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gl.getSize(material.uniforms.resolution.value).multiplyScalar(
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gl.getSize(material.uniforms.resolution.value).multiplyScalar(
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gl.getPixelRatio(),
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gl.getPixelRatio()
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);
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);
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material.uniforms.spacedArmorBuffer.value = spacedArmorRenderTarget.texture;
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material.uniforms.spacedArmorBuffer.value = spacedArmorRenderTarget.texture;
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material.uniforms.spacedArmorDepth.value =
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material.uniforms.spacedArmorDepth.value =
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