//-----------------------------------------------------------------------------
// Прорисовываем все объекты
//-----------------------------------------------------------------------------
void DrawAllProjectile(bool VertexOnlyPass, unsigned int ShadowMap)
{

	CProjectile *tmp = StartProjectile;
	while (tmp!=0)
	{
		CProjectile *tmp2 = tmp->Next;
		tmp->Draw(VertexOnlyPass, ShadowMap);
		tmp = tmp2;
	}

}
void CProjectileHandler::DrawProjectilesShadow(const ProjectileContainer& pc) {
	for (ProjectileContainer::render_iterator pci = pc.render_begin(); pci != pc.render_end(); ++pci) {
		CProjectile* p = *pci;

		if ((gu->spectatingFullView || loshandler->InLos(p, gu->myAllyTeam) ||
			(p->owner() && teamHandler->Ally(p->owner()->allyteam, gu->myAllyTeam)))) {

			if (p->s3domodel) {
				p->DrawUnitPart();
			} else if (p->castShadow) {
				p->Draw();
			}
		}
	}
}