/* ========================= HUD_CreateEntities Gives us a chance to add additional entities to the render this frame ========================= */ void DLLEXPORT HUD_CreateEntities( void ) { // e.g., create a persistent cl_entity_t somewhere. // Load an appropriate model into it ( gEngfuncs.CL_LoadModel ) // Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list /* #if defined( TEST_IT ) MoveModel(); #endif #if defined( TRACE_TEST ) TraceModel(); #endif */ /* Particles(); */ /* TempEnts(); */ #if defined( BEAM_TEST ) Beams(); #endif // Add in any game specific objects Game_AddObjects(); GetClientVoiceMgr()->CreateEntities(); }
/* ========================= HUD_CreateEntities Gives us a chance to add additional entities to the render this frame ========================= */ void DLLEXPORT HUD_CreateEntities( void ) { #if defined( BEAM_TEST ) Beams(); #endif Bench_AddObjects(); // Add in any game specific objects Game_AddObjects(); GetClientVoiceMgr()->CreateEntities(); }