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-rw-r--r--src/render/Renderer.cpp21
1 files changed, 21 insertions, 0 deletions
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index 69df63ba..7bf4593f 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -23,11 +23,13 @@
bool gbShowPedRoadGroups;
bool gbShowCarRoadGroups;
bool gbShowCollisionPolys;
+bool gbShowCollisionLines;
bool gbDontRenderBuildings;
bool gbDontRenderBigBuildings;
bool gbDontRenderPeds;
bool gbDontRenderObjects;
+bool gbDontRenderVehicles;
struct EntityInfo
{
@@ -132,6 +134,10 @@ CRenderer::RenderOneNonRoad(CEntity *e)
else if(e->IsObject() || e->IsDummy()){
if(gbDontRenderObjects)
return;
+ }else if(e->IsVehicle()){
+ // re3 addition
+ if(gbDontRenderVehicles)
+ return;
}
#endif
@@ -285,6 +291,21 @@ CRenderer::RenderFadingInEntities(void)
CVisibilityPlugins::RenderFadingEntities();
}
+void
+CRenderer::RenderCollisionLines(void)
+{
+ int i;
+
+ // game doesn't draw fading in entities
+ // this should probably be fixed
+ for(i = 0; i < ms_nNoOfVisibleEntities; i++){
+ CEntity *e = ms_aVisibleEntityPtrs[i];
+ if(Abs(e->GetPosition().x - ms_vecCameraPosition.x) < 100.0f &&
+ Abs(e->GetPosition().y - ms_vecCameraPosition.y) < 100.0f)
+ CCollision::DrawColModel(e->GetMatrix(), *e->GetColModel());
+ }
+}
+
enum Visbility
{
VIS_INVISIBLE,