//----------------------------------------------------------------------------- // Marks the entity has having a dirty surrounding box //----------------------------------------------------------------------------- void CCollisionProperty::MarkSurroundingBoundsDirty() { GetOuter()->AddEFlags( EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS ); MarkPartitionHandleDirty(); #ifdef CLIENT_DLL g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetOuter()->GetShadowHandle() ); #else GetOuter()->NetworkProp()->MarkPVSInformationDirty(); #endif }
//----------------------------------------------------------------------------- // Marks the entity has having a dirty surrounding box //----------------------------------------------------------------------------- void CCollisionProperty::MarkSurroundingBoundsDirty() { // don't bother with the world if ( m_pOuter->entindex() == 0 ) return; GetOuter()->AddEFlags( EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS ); MarkPartitionHandleDirty(); #ifdef CLIENT_DLL GetOuter()->MarkRenderHandleDirty(); g_pClientShadowMgr->AddToDirtyShadowList( GetOuter() ); g_pClientShadowMgr->MarkRenderToTextureShadowDirty( GetOuter()->GetShadowHandle() ); #else GetOuter()->NetworkProp()->MarkPVSInformationDirty(); #endif }
void CECollisionProperty::MarkSurroundingBoundsDirty() { centity->AddEFlags( EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS ); MarkPartitionHandleDirty(); centity->NetworkProp()->MarkPVSInformationDirty(); }