//----------------------------------------------------------------------------- // Прорисовываем все объекты //----------------------------------------------------------------------------- void DrawAllProjectile(bool VertexOnlyPass, unsigned int ShadowMap) { CProjectile *tmp = StartProjectile; while (tmp!=0) { CProjectile *tmp2 = tmp->Next; tmp->Draw(VertexOnlyPass, ShadowMap); tmp = tmp2; } }
void CProjectileHandler::DrawProjectilesShadow(const ProjectileContainer& pc) { for (ProjectileContainer::render_iterator pci = pc.render_begin(); pci != pc.render_end(); ++pci) { CProjectile* p = *pci; if ((gu->spectatingFullView || loshandler->InLos(p, gu->myAllyTeam) || (p->owner() && teamHandler->Ally(p->owner()->allyteam, gu->myAllyTeam)))) { if (p->s3domodel) { p->DrawUnitPart(); } else if (p->castShadow) { p->Draw(); } } } }