void CFlowAddModelToPostRender::ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
{
	switch (event)
	{
	case eFE_Initialize:
		break;
	case eFE_Activate:
		if (IsPortActive(pActInfo, IN_ADD))
		{
			INDENT_LOG_DURING_SCOPE();
			//Create scene
			CMenuRender3DModelMgr *renderModels = CMenuRender3DModelMgr::GetInstance();
			
			if (renderModels)
			{
				//Add model with animation if needed
				const float playSpeed = GetPortFloat(pActInfo, IN_ANIM_SPEED);
				const char * usePlayerModelName = GetPortString(pActInfo, IN_MODEL);
				const char * useAnimation = GetPortString(pActInfo, IN_ANIM);

				CMenuRender3DModelMgr::SModelParams params;
				params.pFilename = usePlayerModelName;
				params.posOffset = GetPortVec3(pActInfo, IN_ENTITYPOS);
				params.rot = Ang3(GetPortVec3(pActInfo, IN_ENTITYROT));
				params.continuousRot = Ang3(GetPortVec3(pActInfo, IN_ENTITYCONTROT));
				params.scale = GetPortFloat(pActInfo, IN_SCALE);
				params.pName = "char";
				params.screenRect[0] = GetPortVec3(pActInfo, IN_SCREENUV).x;
				params.screenRect[1] = GetPortVec3(pActInfo, IN_SCREENUV).y;
				params.screenRect[2] = GetPortVec3(pActInfo, IN_SCREENU2V2).x;
				params.screenRect[3] = GetPortVec3(pActInfo, IN_SCREENU2V2).y;

				if(strcmp(usePlayerModelName, "") != 0)
					characterModelIndex = renderModels->AddModel(params);

				if(strcmp(useAnimation, "") != 0)
					renderModels->UpdateAnim(characterModelIndex, useAnimation, playSpeed);
			}
		}
		break;
	}
}
//-------------------------------------------------------------------------
void CGameRulesStandardState::Add3DWinningTeamMember()
{
	IActor * localActor = g_pGame->GetIGameFramework()->GetClientActor();

	if (localActor != NULL && static_cast<CActor*>(localActor)->GetSpectatorState() != CActor::eASS_SpectatorMode && !g_pGame->GetUI()->IsInMenu())
	{
		IEntity * renderModelFromEntity = NULL;

		if (m_pGameRules->GetTeamCount() > 1)
		{
			// Only way to get in here is for it to be a team game (as opposed to every-man-for-himself Instant Action)
			const int teamId = m_pGameRules->GetTeam(localActor->GetEntityId());
			assert(teamId == 1 || teamId == 2);
			const int enemyTeamId = 3 - teamId;

			const int clientTeamScore = m_pGameRules->GetTeamsScore(teamId);
			const int nonClientTeamScore = m_pGameRules->GetTeamsScore(enemyTeamId);
			bool winning = (clientTeamScore >= nonClientTeamScore);

			CryLog ("Want to add 3D model of winning team member... local player '%s' is %s", localActor->GetEntity()->GetName(), winning ? " on the winning team" : "not on the winning team");
			if (! winning)
			{
				if (m_pGameRules->GetTeamPlayerCount(enemyTeamId, false))
				{
					renderModelFromEntity = gEnv->pEntitySystem->GetEntity(m_pGameRules->GetTeamPlayer(enemyTeamId, 0));
				}
			}
		}

		if (renderModelFromEntity == NULL)
		{
			// Local entity must exist (checked at top of function) so we'll _definitely_ have a renderModelFromEntity after this
			renderModelFromEntity = localActor->GetEntity();
		}

		// Additional paranoia :)
		if (renderModelFromEntity)
		{
			CryLog ("Adding 3D model of '%s' to accompany scoreboard", renderModelFromEntity->GetName());
			INDENT_LOG_DURING_SCOPE();

			ICharacterInstance * characterInst = renderModelFromEntity->GetCharacter(0);
			if (characterInst != NULL)
			{
				CMenuRender3DModelMgr *pModelManager = new CMenuRender3DModelMgr();

				CMenuRender3DModelMgr::SSceneSettings sceneSettings;
				sceneSettings.fovScale = 0.5f;
				sceneSettings.fadeInSpeed = 0.01f;
				sceneSettings.flashEdgeFadeScale = 0.2f;
				sceneSettings.ambientLight = Vec4(0.f, 0.f, 0.f, 0.8f);
				sceneSettings.lights.resize(3);
				sceneSettings.lights[0].pos.Set(-25.f, -10.f, 30.f);
				sceneSettings.lights[0].color.Set(5.f, 6.f, 5.5f);
				sceneSettings.lights[0].specular = 4.f;
				sceneSettings.lights[0].radius = 400.f;
				sceneSettings.lights[1].pos.Set(25.f, -4.f, 30.f);
				sceneSettings.lights[1].color.Set(0.7f, 0.7f, 0.7f);
				sceneSettings.lights[1].specular = 10.f;
				sceneSettings.lights[1].radius = 400.f;
				sceneSettings.lights[2].pos.Set(60.f, 40.f, 10.f);
				sceneSettings.lights[2].color.Set(0.5f, 1.0f, 0.7f);
				sceneSettings.lights[2].specular = 10.f;
				sceneSettings.lights[2].radius = 400.f;
				pModelManager->SetSceneSettings(sceneSettings);

				const char * usePlayerModelName = characterInst->GetFilePath();

				CMenuRender3DModelMgr::SModelParams params;
				params.pFilename = usePlayerModelName;
				params.posOffset.Set(0.1f, 0.f, -0.2f);
				params.rot.Set(0.f, 0.f, 3.5f);
				params.scale = 1.35f;
				params.pName = "char";
				params.screenRect[0] = 0.f;
				params.screenRect[1] = 0.f;
				params.screenRect[2] = 0.3f;
				params.screenRect[3] = 0.8f;

				const float ANIM_SPEED_MULTIPLIER = 0.5f;
				if (m_pGameRules->GetGameMode() == eGM_Gladiator)
				{
					// In Hunter mode, force the model to be a hunter
					params.pFilename = "_ObjectsSDK/Characters/Human/sdk_player/sdk_player.cdf";
				}
				const CMenuRender3DModelMgr::TAddedModelIndex characterModelIndex = pModelManager->AddModel(params);
				pModelManager->UpdateAnim(characterModelIndex, "stand_tac_idle_nw_3p_01", ANIM_SPEED_MULTIPLIER);
			}
		}
	}
}