mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
644 lines
16 KiB
C++
644 lines
16 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
/*
|
|
|
|
SecurityCamera.cpp
|
|
|
|
Security camera that triggers targets when player is in view
|
|
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "Game_local.h"
|
|
|
|
|
|
/***********************************************************************
|
|
|
|
idSecurityCamera
|
|
|
|
***********************************************************************/
|
|
|
|
const idEventDef EV_SecurityCam_ReverseSweep( "<reverseSweep>" );
|
|
const idEventDef EV_SecurityCam_ContinueSweep( "<continueSweep>" );
|
|
const idEventDef EV_SecurityCam_Pause( "<pause>" );
|
|
const idEventDef EV_SecurityCam_Alert( "<alert>" );
|
|
const idEventDef EV_SecurityCam_AddLight( "<addLight>" );
|
|
|
|
CLASS_DECLARATION( idEntity, idSecurityCamera )
|
|
EVENT( EV_SecurityCam_ReverseSweep, idSecurityCamera::Event_ReverseSweep )
|
|
EVENT( EV_SecurityCam_ContinueSweep, idSecurityCamera::Event_ContinueSweep )
|
|
EVENT( EV_SecurityCam_Pause, idSecurityCamera::Event_Pause )
|
|
EVENT( EV_SecurityCam_Alert, idSecurityCamera::Event_Alert )
|
|
EVENT( EV_SecurityCam_AddLight, idSecurityCamera::Event_AddLight )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Save
|
|
================
|
|
*/
|
|
void idSecurityCamera::Save( idSaveGame* savefile ) const
|
|
{
|
|
savefile->WriteFloat( angle );
|
|
savefile->WriteFloat( sweepAngle );
|
|
savefile->WriteInt( modelAxis );
|
|
savefile->WriteBool( flipAxis );
|
|
savefile->WriteFloat( scanDist );
|
|
savefile->WriteFloat( scanFov );
|
|
|
|
savefile->WriteFloat( sweepStart );
|
|
savefile->WriteFloat( sweepEnd );
|
|
savefile->WriteBool( negativeSweep );
|
|
savefile->WriteBool( sweeping );
|
|
savefile->WriteInt( alertMode );
|
|
savefile->WriteFloat( stopSweeping );
|
|
savefile->WriteFloat( scanFovCos );
|
|
|
|
savefile->WriteVec3( viewOffset );
|
|
|
|
savefile->WriteInt( pvsArea );
|
|
savefile->WriteStaticObject( physicsObj );
|
|
savefile->WriteTraceModel( trm );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Restore
|
|
================
|
|
*/
|
|
void idSecurityCamera::Restore( idRestoreGame* savefile )
|
|
{
|
|
savefile->ReadFloat( angle );
|
|
savefile->ReadFloat( sweepAngle );
|
|
savefile->ReadInt( modelAxis );
|
|
savefile->ReadBool( flipAxis );
|
|
savefile->ReadFloat( scanDist );
|
|
savefile->ReadFloat( scanFov );
|
|
|
|
savefile->ReadFloat( sweepStart );
|
|
savefile->ReadFloat( sweepEnd );
|
|
savefile->ReadBool( negativeSweep );
|
|
savefile->ReadBool( sweeping );
|
|
savefile->ReadInt( alertMode );
|
|
savefile->ReadFloat( stopSweeping );
|
|
savefile->ReadFloat( scanFovCos );
|
|
|
|
savefile->ReadVec3( viewOffset );
|
|
|
|
savefile->ReadInt( pvsArea );
|
|
savefile->ReadStaticObject( physicsObj );
|
|
savefile->ReadTraceModel( trm );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Spawn
|
|
================
|
|
*/
|
|
void idSecurityCamera::Spawn()
|
|
{
|
|
idStr str;
|
|
|
|
sweepAngle = spawnArgs.GetFloat( "sweepAngle", "90" );
|
|
health = spawnArgs.GetInt( "health", "100" );
|
|
scanFov = spawnArgs.GetFloat( "scanFov", "90" );
|
|
scanDist = spawnArgs.GetFloat( "scanDist", "200" );
|
|
flipAxis = spawnArgs.GetBool( "flipAxis" );
|
|
|
|
modelAxis = spawnArgs.GetInt( "modelAxis" );
|
|
if( modelAxis < 0 || modelAxis > 2 )
|
|
{
|
|
modelAxis = 0;
|
|
}
|
|
|
|
spawnArgs.GetVector( "viewOffset", "0 0 0", viewOffset );
|
|
|
|
if( spawnArgs.GetBool( "spotLight" ) )
|
|
{
|
|
PostEventMS( &EV_SecurityCam_AddLight, 0 );
|
|
}
|
|
|
|
negativeSweep = ( sweepAngle < 0 ) ? true : false;
|
|
sweepAngle = abs( sweepAngle );
|
|
|
|
scanFovCos = cos( scanFov * idMath::PI / 360.0f );
|
|
|
|
angle = GetPhysics()->GetAxis().ToAngles().yaw;
|
|
StartSweep();
|
|
SetAlertMode( SCANNING );
|
|
BecomeActive( TH_THINK );
|
|
|
|
if( health )
|
|
{
|
|
fl.takedamage = true;
|
|
}
|
|
|
|
pvsArea = gameLocal.pvs.GetPVSArea( GetPhysics()->GetOrigin() );
|
|
// if no target specified use ourself
|
|
str = spawnArgs.GetString( "cameraTarget" );
|
|
if( str.Length() == 0 )
|
|
{
|
|
spawnArgs.Set( "cameraTarget", spawnArgs.GetString( "name" ) );
|
|
}
|
|
|
|
// check if a clip model is set
|
|
spawnArgs.GetString( "clipmodel", "", str );
|
|
if( !str[0] )
|
|
{
|
|
str = spawnArgs.GetString( "model" ); // use the visual model
|
|
}
|
|
|
|
if( !collisionModelManager->TrmFromModel( str, trm ) )
|
|
{
|
|
gameLocal.Error( "idSecurityCamera '%s': cannot load collision model %s", name.c_str(), str.c_str() );
|
|
return;
|
|
}
|
|
|
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
|
GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
|
|
// setup the physics
|
|
UpdateChangeableSpawnArgs( NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Event_AddLight
|
|
================
|
|
*/
|
|
void idSecurityCamera::Event_AddLight()
|
|
{
|
|
idDict args;
|
|
idVec3 right, up, target, temp;
|
|
idVec3 dir;
|
|
float radius;
|
|
idVec3 lightOffset;
|
|
idLight* spotLight;
|
|
|
|
dir = GetAxis();
|
|
dir.NormalVectors( right, up );
|
|
target = GetPhysics()->GetOrigin() + dir * scanDist;
|
|
|
|
radius = tan( scanFov * idMath::PI / 360.0f );
|
|
up = dir + up * radius;
|
|
up.Normalize();
|
|
up = GetPhysics()->GetOrigin() + up * scanDist;
|
|
up -= target;
|
|
|
|
right = dir + right * radius;
|
|
right.Normalize();
|
|
right = GetPhysics()->GetOrigin() + right * scanDist;
|
|
right -= target;
|
|
|
|
spawnArgs.GetVector( "lightOffset", "0 0 0", lightOffset );
|
|
|
|
args.Set( "origin", ( GetPhysics()->GetOrigin() + lightOffset ).ToString() );
|
|
args.Set( "light_target", target.ToString() );
|
|
args.Set( "light_right", right.ToString() );
|
|
args.Set( "light_up", up.ToString() );
|
|
args.SetFloat( "angle", GetPhysics()->GetAxis()[0].ToYaw() );
|
|
|
|
spotLight = static_cast<idLight*>( gameLocal.SpawnEntityType( idLight::Type, &args ) );
|
|
spotLight->Bind( this, true );
|
|
spotLight->UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::DrawFov
|
|
================
|
|
*/
|
|
void idSecurityCamera::DrawFov()
|
|
{
|
|
int i;
|
|
float radius, a, s, c, halfRadius;
|
|
idVec3 right, up;
|
|
idVec4 color( 1, 0, 0, 1 ), color2( 0, 0, 1, 1 );
|
|
idVec3 lastPoint, point, lastHalfPoint, halfPoint, center;
|
|
|
|
idVec3 dir = GetAxis();
|
|
dir.NormalVectors( right, up );
|
|
|
|
radius = tan( scanFov * idMath::PI / 360.0f );
|
|
halfRadius = radius * 0.5f;
|
|
lastPoint = dir + up * radius;
|
|
lastPoint.Normalize();
|
|
lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist;
|
|
lastHalfPoint = dir + up * halfRadius;
|
|
lastHalfPoint.Normalize();
|
|
lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist;
|
|
center = GetPhysics()->GetOrigin() + dir * scanDist;
|
|
for( i = 1; i < 12; i++ )
|
|
{
|
|
a = idMath::TWO_PI * i / 12.0f;
|
|
idMath::SinCos( a, s, c );
|
|
point = dir + right * s * radius + up * c * radius;
|
|
point.Normalize();
|
|
point = GetPhysics()->GetOrigin() + point * scanDist;
|
|
gameRenderWorld->DebugLine( color, lastPoint, point );
|
|
gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point );
|
|
lastPoint = point;
|
|
|
|
halfPoint = dir + right * s * halfRadius + up * c * halfRadius;
|
|
halfPoint.Normalize();
|
|
halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist;
|
|
gameRenderWorld->DebugLine( color2, point, halfPoint );
|
|
gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint );
|
|
lastHalfPoint = halfPoint;
|
|
|
|
gameRenderWorld->DebugLine( color2, halfPoint, center );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::GetRenderView
|
|
================
|
|
*/
|
|
renderView_t* idSecurityCamera::GetRenderView()
|
|
{
|
|
renderView_t* rv = idEntity::GetRenderView();
|
|
rv->fov_x = scanFov;
|
|
rv->fov_y = scanFov;
|
|
rv->viewaxis = GetAxis().ToAngles().ToMat3();
|
|
rv->vieworg = GetPhysics()->GetOrigin() + viewOffset;
|
|
return rv;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::CanSeePlayer
|
|
================
|
|
*/
|
|
bool idSecurityCamera::CanSeePlayer()
|
|
{
|
|
int i;
|
|
float dist;
|
|
idPlayer* ent;
|
|
trace_t tr;
|
|
idVec3 dir;
|
|
pvsHandle_t handle;
|
|
|
|
handle = gameLocal.pvs.SetupCurrentPVS( pvsArea );
|
|
|
|
for( i = 0; i < gameLocal.numClients; i++ )
|
|
{
|
|
ent = static_cast<idPlayer*>( gameLocal.entities[ i ] );
|
|
|
|
if( !ent || ( ent->fl.notarget ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if there is no way we can see this player
|
|
if( !gameLocal.pvs.InCurrentPVS( handle, ent->GetPVSAreas(), ent->GetNumPVSAreas() ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
dir = ent->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
|
dist = dir.Normalize();
|
|
|
|
if( dist > scanDist )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( dir * GetAxis() < scanFovCos )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
idVec3 eye;
|
|
|
|
eye = ent->EyeOffset();
|
|
|
|
gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin(), ent->GetPhysics()->GetOrigin() + eye, MASK_OPAQUE, this );
|
|
if( tr.fraction == 1.0 || ( gameLocal.GetTraceEntity( tr ) == ent ) )
|
|
{
|
|
gameLocal.pvs.FreeCurrentPVS( handle );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
gameLocal.pvs.FreeCurrentPVS( handle );
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::SetAlertMode
|
|
================
|
|
*/
|
|
void idSecurityCamera::SetAlertMode( int alert )
|
|
{
|
|
if( alert >= SCANNING && alert <= ACTIVATED )
|
|
{
|
|
alertMode = alert;
|
|
}
|
|
renderEntity.shaderParms[ SHADERPARM_MODE ] = alertMode;
|
|
UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Think
|
|
================
|
|
*/
|
|
void idSecurityCamera::Think()
|
|
{
|
|
float pct;
|
|
float travel;
|
|
|
|
if( thinkFlags & TH_THINK )
|
|
{
|
|
if( g_showEntityInfo.GetBool() )
|
|
{
|
|
DrawFov();
|
|
}
|
|
|
|
if( health <= 0 )
|
|
{
|
|
BecomeInactive( TH_THINK );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// run physics
|
|
RunPhysics();
|
|
|
|
if( thinkFlags & TH_THINK )
|
|
{
|
|
if( CanSeePlayer() )
|
|
{
|
|
if( alertMode == SCANNING )
|
|
{
|
|
float sightTime;
|
|
|
|
SetAlertMode( ALERT );
|
|
stopSweeping = gameLocal.time;
|
|
if( sweeping )
|
|
{
|
|
CancelEvents( &EV_SecurityCam_Pause );
|
|
}
|
|
else
|
|
{
|
|
CancelEvents( &EV_SecurityCam_ReverseSweep );
|
|
}
|
|
sweeping = false;
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
StartSound( "snd_sight", SND_CHANNEL_BODY, 0, false, NULL );
|
|
|
|
sightTime = spawnArgs.GetFloat( "sightTime", "5" );
|
|
PostEventSec( &EV_SecurityCam_Alert, sightTime );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( alertMode == ALERT )
|
|
{
|
|
float sightResume;
|
|
|
|
SetAlertMode( LOSINGINTEREST );
|
|
CancelEvents( &EV_SecurityCam_Alert );
|
|
|
|
sightResume = spawnArgs.GetFloat( "sightResume", "1.5" );
|
|
PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume );
|
|
}
|
|
|
|
if( sweeping )
|
|
{
|
|
idAngles a = GetPhysics()->GetAxis().ToAngles();
|
|
|
|
pct = ( gameLocal.time - sweepStart ) / ( sweepEnd - sweepStart );
|
|
travel = pct * sweepAngle;
|
|
if( negativeSweep )
|
|
{
|
|
a.yaw = angle + travel;
|
|
}
|
|
else
|
|
{
|
|
a.yaw = angle - travel;
|
|
}
|
|
|
|
SetAngles( a );
|
|
}
|
|
}
|
|
}
|
|
Present();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::GetAxis
|
|
================
|
|
*/
|
|
const idVec3 idSecurityCamera::GetAxis() const
|
|
{
|
|
return ( flipAxis ) ? -GetPhysics()->GetAxis()[modelAxis] : GetPhysics()->GetAxis()[modelAxis];
|
|
};
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::SweepSpeed
|
|
================
|
|
*/
|
|
float idSecurityCamera::SweepSpeed() const
|
|
{
|
|
return spawnArgs.GetFloat( "sweepSpeed", "5" );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::StartSweep
|
|
================
|
|
*/
|
|
void idSecurityCamera::StartSweep()
|
|
{
|
|
int speed;
|
|
|
|
sweeping = true;
|
|
sweepStart = gameLocal.time;
|
|
speed = SEC2MS( SweepSpeed() );
|
|
sweepEnd = sweepStart + speed;
|
|
PostEventMS( &EV_SecurityCam_Pause, speed );
|
|
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Event_ContinueSweep
|
|
================
|
|
*/
|
|
void idSecurityCamera::Event_ContinueSweep()
|
|
{
|
|
float pct = ( stopSweeping - sweepStart ) / ( sweepEnd - sweepStart );
|
|
float f = gameLocal.time - ( sweepEnd - sweepStart ) * pct;
|
|
int speed;
|
|
|
|
sweepStart = f;
|
|
speed = MS2SEC( SweepSpeed() );
|
|
sweepEnd = sweepStart + speed;
|
|
PostEventMS( &EV_SecurityCam_Pause, speed * ( 1.0 - pct ) );
|
|
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
|
SetAlertMode( SCANNING );
|
|
sweeping = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Event_Alert
|
|
================
|
|
*/
|
|
void idSecurityCamera::Event_Alert()
|
|
{
|
|
float wait;
|
|
|
|
SetAlertMode( ACTIVATED );
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL );
|
|
ActivateTargets( this );
|
|
CancelEvents( &EV_SecurityCam_ContinueSweep );
|
|
|
|
wait = spawnArgs.GetFloat( "wait", "20" );
|
|
PostEventSec( &EV_SecurityCam_ContinueSweep, wait );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Event_ReverseSweep
|
|
================
|
|
*/
|
|
void idSecurityCamera::Event_ReverseSweep()
|
|
{
|
|
angle = GetPhysics()->GetAxis().ToAngles().yaw;
|
|
negativeSweep = !negativeSweep;
|
|
StartSweep();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Event_Pause
|
|
================
|
|
*/
|
|
void idSecurityCamera::Event_Pause()
|
|
{
|
|
float sweepWait;
|
|
|
|
sweepWait = spawnArgs.GetFloat( "sweepWait", "0.5" );
|
|
sweeping = false;
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
|
|
PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
|
|
}
|
|
|
|
/*
|
|
============
|
|
idSecurityCamera::Killed
|
|
============
|
|
*/
|
|
void idSecurityCamera::Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location )
|
|
{
|
|
sweeping = false;
|
|
StopSound( SND_CHANNEL_ANY, false );
|
|
const char* fx = spawnArgs.GetString( "fx_destroyed" );
|
|
if( fx[0] != '\0' )
|
|
{
|
|
idEntityFx::StartFx( fx, NULL, NULL, this, true );
|
|
}
|
|
|
|
physicsObj.SetSelf( this );
|
|
physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_ENTITY ) idClipModel( trm ), 0.02f );
|
|
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
|
|
physicsObj.SetAxis( GetPhysics()->GetAxis() );
|
|
physicsObj.SetBouncyness( 0.2f );
|
|
physicsObj.SetFriction( 0.6f, 0.6f, 0.2f );
|
|
physicsObj.SetGravity( gameLocal.GetGravity() );
|
|
physicsObj.SetContents( CONTENTS_SOLID );
|
|
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
|
|
SetPhysics( &physicsObj );
|
|
physicsObj.DropToFloor();
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
idSecurityCamera::Pain
|
|
============
|
|
*/
|
|
bool idSecurityCamera::Pain( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location )
|
|
{
|
|
const char* fx = spawnArgs.GetString( "fx_damage" );
|
|
if( fx[0] != '\0' )
|
|
{
|
|
idEntityFx::StartFx( fx, NULL, NULL, this, true );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idSecurityCamera::Present
|
|
|
|
Present is called to allow entities to generate refEntities, lights, etc for the renderer.
|
|
================
|
|
*/
|
|
void idSecurityCamera::Present()
|
|
{
|
|
// don't present to the renderer if the entity hasn't changed
|
|
if( !( thinkFlags & TH_UPDATEVISUALS ) )
|
|
{
|
|
return;
|
|
}
|
|
BecomeInactive( TH_UPDATEVISUALS );
|
|
|
|
// camera target for remote render views
|
|
if( cameraTarget )
|
|
{
|
|
renderEntity.remoteRenderView = cameraTarget->GetRenderView();
|
|
}
|
|
|
|
// if set to invisible, skip
|
|
if( !renderEntity.hModel || IsHidden() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// add to refresh list
|
|
if( modelDefHandle == -1 )
|
|
{
|
|
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
|
|
}
|
|
else
|
|
{
|
|
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
|
|
}
|
|
}
|