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Move UseVertexDepthRange() out of Renderer
There wasn't really a good place for it, but this will do
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@ -34,8 +34,6 @@ public:
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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static bool UseVertexDepthRange();
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};
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extern std::unique_ptr<Renderer> g_renderer;
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