///////////////////////////////////////////////////////////////////////////////// // Title : CutSceneDrawHandler.cpp // Author : Russ Schaaf // Started : 18/11/2010 // ///////////////////////////////////////////////////////////////////////////////// #include "renderer/Entities/CutSceneDrawHandler.h" // Rage Headers // Framework Headers // Game Headers #include "cutscene/cutscene_channel.h" #include "modelinfo/PedModelInfo.h" #include "Peds/Ped.h" #include "Peds/rendering/PedVariationStream.h" #include "scene/world/GameWorld.h" #include "renderer/DrawLists/DrawListProfileStats.h" #include "renderer/Entities/PedDrawHandler.h" #include "shaders\CustomShaderEffectPed.h" RENDER_OPTIMISATIONS() dlCmdBase* CCutSceneVehicleDrawHandler::AddToDrawList(fwEntity* pEntity, fwDrawDataAddParams* pParams) { DL_PF_FUNC( TotalAddToDrawList ); DL_PF_FUNC( CutSceneVehicleAddToDrawList ); CDrawListPrototypeManager::Flush(); dlCmdBase* pDrawCommand = CDynamicEntityDrawHandler::AddToDrawList(pEntity, pParams); //rsTODO: Can I be more specific about which draw function to use? Always the fragment one? if(pDrawCommand) { Assert(pDrawCommand->GetInstructionIdStatic() == DC_DrawFrag); ((CDrawFragDC*)pDrawCommand)->SetFlag(CDrawFragDC::CAR_PLUS_WHEELS); } return NULL; }