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https://github.com/alliedmodders/hl2sdk.git
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* Added support for building shaders in your mod
* Added nav mesh support * fixed many warnings and misc bugs * Fixed the create*projects scripts in mp * Added a bunch of stuff to .gitignore
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@ -312,37 +312,20 @@ void CGlowObjectManager::ApplyEntityGlowEffects( const CViewSetup *pSetup, int n
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void CGlowObjectManager::GlowObjectDefinition_t::DrawModel()
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{
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C_BaseEntity *pEntity = m_hEntity.Get();
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if ( !pEntity )
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return;
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if ( pEntity->GetMoveParent() != NULL )
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if ( m_hEntity.Get() )
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{
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C_BaseAnimating *pBaseAnimating = pEntity->GetBaseAnimating();
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if ( pBaseAnimating )
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{
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pBaseAnimating->InvalidateBoneCache();
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}
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}
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m_hEntity->DrawModel( STUDIO_RENDER );
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C_BaseEntity *pAttachment = m_hEntity->FirstMoveChild();
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pEntity->DrawModel( STUDIO_RENDER );
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C_BaseEntity *pAttachment = pEntity->FirstMoveChild();
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while ( pAttachment != NULL )
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{
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if ( !g_GlowObjectManager.HasGlowEffect( pAttachment ) && pAttachment->ShouldDraw() )
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while ( pAttachment != NULL )
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{
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C_BaseAnimating *pBaseAnimating = pAttachment->GetBaseAnimating();
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if ( pBaseAnimating )
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if ( !g_GlowObjectManager.HasGlowEffect( pAttachment ) && pAttachment->ShouldDraw() )
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{
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pBaseAnimating->InvalidateBoneCache();
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pAttachment->DrawModel( STUDIO_RENDER );
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}
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pAttachment->DrawModel( STUDIO_RENDER );
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pAttachment = pAttachment->NextMovePeer();
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}
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pAttachment = pAttachment->NextMovePeer();
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}
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}
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#endif // GLOWS_ENABLE
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#endif // GLOWS_ENABLE
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