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author | Fire_Head <Fire-Head@users.noreply.github.com> | 2019-07-24 20:00:08 +0200 |
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committer | GitHub <noreply@github.com> | 2019-07-24 20:00:08 +0200 |
commit | 81ee1c509a8d05189901dd59c268bf47a6188eb8 (patch) | |
tree | d836f70678f2ce7b5d86a6745f34b45232ff71d0 /src/render/Renderer.cpp | |
parent | update (diff) | |
parent | Merge branch 'master' into master (diff) | |
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Diffstat (limited to 'src/render/Renderer.cpp')
-rw-r--r-- | src/render/Renderer.cpp | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 69df63ba..7bf4593f 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -23,11 +23,13 @@ bool gbShowPedRoadGroups; bool gbShowCarRoadGroups; bool gbShowCollisionPolys; +bool gbShowCollisionLines; bool gbDontRenderBuildings; bool gbDontRenderBigBuildings; bool gbDontRenderPeds; bool gbDontRenderObjects; +bool gbDontRenderVehicles; struct EntityInfo { @@ -132,6 +134,10 @@ CRenderer::RenderOneNonRoad(CEntity *e) else if(e->IsObject() || e->IsDummy()){ if(gbDontRenderObjects) return; + }else if(e->IsVehicle()){ + // re3 addition + if(gbDontRenderVehicles) + return; } #endif @@ -285,6 +291,21 @@ CRenderer::RenderFadingInEntities(void) CVisibilityPlugins::RenderFadingEntities(); } +void +CRenderer::RenderCollisionLines(void) +{ + int i; + + // game doesn't draw fading in entities + // this should probably be fixed + for(i = 0; i < ms_nNoOfVisibleEntities; i++){ + CEntity *e = ms_aVisibleEntityPtrs[i]; + if(Abs(e->GetPosition().x - ms_vecCameraPosition.x) < 100.0f && + Abs(e->GetPosition().y - ms_vecCameraPosition.y) < 100.0f) + CCollision::DrawColModel(e->GetMatrix(), *e->GetColModel()); + } +} + enum Visbility { VIS_INVISIBLE, |