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Ensure that ZSlopes save/restore state correctly.
Had to re-do *ShaderManager so they saved their constant arrays instead of completly rebuilding them on restore state.
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@@ -241,6 +241,7 @@ void VertexManager::Flush()
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void VertexManager::DoState(PointerWrap& p)
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{
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p.Do(ZSlope);
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g_vertex_manager->vDoState(p);
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}
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