Exemple #1
0
static void draw_local_3d_object (entity *en, float range)
{
	routed_vehicle
		*raw;

	raw = (routed_vehicle *) get_local_entity_data (en);

	//
	// update viewpoint
	//

	raw->vh.inst3d->vp.position = raw->vh.mob.position;

	memcpy (&raw->vh.inst3d->vp.attitude, &raw->vh.mob.attitude, sizeof (matrix3x3));

	//
	// animate
	//

	animate_routed_vehicle_wheels (en);

	animate_vehicle_loading_doors (en);

	animate_vehicle_radar (en);

	animate_vehicle_weapon_system_ready (en);

	//
	// draw
	//

	animate_and_draw_entity_muzzle_flash_effect (en);

	insert_object_into_3d_scene (OBJECT_3D_DRAW_TYPE_OBJECT, raw->vh.inst3d);
}
Exemple #2
0
static void draw_local_3d_object (entity *en, float range)
{
	ship_vehicle
		*raw;

	day_segment_types
		day_segment_type;

	raw = get_local_entity_data (en);

	//
	// update viewpoint
	//

	raw->vh.inst3d->vp.position = raw->vh.mob.position;

	memcpy (&raw->vh.inst3d->vp.attitude, &raw->vh.mob.attitude, sizeof (matrix3x3));

	//
	// animate
	//

	animate_ship_rotors (en);

	animate_vehicle_loading_doors (en);

	animate_vehicle_radar (en);

	animate_vehicle_weapon_system_ready (en);

	day_segment_type = get_local_entity_int_value (get_session_entity (), INT_TYPE_DAY_SEGMENT_TYPE);

	raw->vh.inst3d->object_internal_lighting = ((day_segment_type == DAY_SEGMENT_TYPE_NIGHT) || (day_segment_type == DAY_SEGMENT_TYPE_DUSK));

	raw->vh.inst3d->object_sprite_lights = raw->vh.inst3d->object_internal_lighting;

	//
	// draw
	//

	animate_and_draw_entity_muzzle_flash_effect (en);

	raw->vh.inst3d->object_has_shadow = FALSE;

	insert_object_into_3d_scene (OBJECT_3D_DRAW_TYPE_OBJECT, raw->vh.inst3d);
}