Files
GTASource/game/renderer/Entities/CutSceneDrawHandler.cpp
expvintl 419f2e4752 init
2025-02-23 17:40:52 +08:00

42 lines
1.3 KiB
C++

/////////////////////////////////////////////////////////////////////////////////
// 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;
}