Z-buffer for effects on the Z axis.
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@@ -44,8 +44,11 @@ float ArrowGetYPos( PlayerNumber pn, float fYOffset );
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// fYPos (in the case of EFFECT_DRUNK).
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float ArrowGetXPos( PlayerNumber pn, int iCol, float fYPos );
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// Z position; normally 0. Only visible in perspective modes.
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float ArrowGetZPos( PlayerNumber pn, int iCol, float fYPos );
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// Enable this if any ZPos effects are enabled.
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bool ArrowsNeedZBuffer( PlayerNumber pn );
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// AppearanceType.
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