void CColStore::SetCollisionRequired(const CVector& pos, int areaCode) { if (areaCode == -1) { CPed* v3 = FindPlayerPed(-1); if (v3) { areaCode = v3->GetAreaCode(); } else { areaCode = CGame::GetCurrentArea(); } } gCollisionRequiredForAreaCode = areaCode; CVector2D sector(pos.x, pos.y); if (areaCode == CGame::GetCurrentArea()) { ms_pQuadTree->ForAllMatching(sector, SetIfCollisionIsRequired); } else { ms_pQuadTree->ForAllMatching(sector, SetIfCollisionIsRequiredReducedBB); } }
void RenderReflectionScene(void) { if(CCutsceneMgr__ms_running) reflectionCamPos = TheCamera.GetPosition(); else reflectionCamPos = FindPlayerPed(-1)->GetPosition(); DefinedState(); /* We do have fog for the sphere map but we have to calculate it ourselves */ RwRenderStateSet(rwRENDERSTATEFOGENABLE, 0); // Render the opaque world CRenderer::RenderRoadsAndBuildings(); // and the transparent world CRenderer::RenderFadingInBuildings(); }