// Render a composite droid given a DROID_TEMPLATE structure. // void displayComponentButtonTemplate(DROID_TEMPLATE *psTemplate, const Vector3i *Rotation, const Vector3i *Position, int scale) { const glm::mat4 matrix = setMatrix(Position, Rotation, scale); // Decide how to sort it. leftFirst = angleDelta(DEG(Rotation->y)) < 0; DROID Droid(0, selectedPlayer); memset(Droid.asBits, 0, sizeof(Droid.asBits)); droidSetBits(psTemplate, &Droid); Droid.pos = Vector3i(0, 0, 0); Droid.rot = Vector3i(0, 0, 0); //draw multi component object as a button object displayCompObj(&Droid, true, matrix); }
// Render a composite droid given a DROID_TEMPLATE structure. // void displayComponentButtonTemplate(DROID_TEMPLATE *psTemplate, Vector3i *Rotation, Vector3i *Position, bool RotXYZ, SDWORD scale) { setMatrix(Position, Rotation, RotXYZ); pie_MatScale(scale / 100.f); // Decide how to sort it. leftFirst = angleDelta(DEG(Rotation->y)) < 0; DROID Droid(0, selectedPlayer); memset(Droid.asBits, 0, sizeof(Droid.asBits)); droidSetBits(psTemplate,&Droid); Droid.pos = Vector3i(0, 0, 0); //draw multi component object as a button object displayCompObj(&Droid, true); unsetMatrix(); }