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58
CryAnimation/CryCharInstanceRenderParams.cpp
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58
CryAnimation/CryCharInstanceRenderParams.cpp
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#include "Stdafx.h"
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#include "CryAnimationBase.h"
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#include "CryCharInstanceRenderParams.h"
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// creates a new CCObject with the most common parameters
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CCObject* CryCharInstanceRenderParams::NewCryCharCCObject(const struct SRendParams & RendParams, const Matrix44& mtxObjMatrix, IDeformableRenderMesh* pCharInstance)
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{
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IRenderer* pRenderer = g_GetIRenderer();
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CCObject * pObj = pRenderer->EF_GetObject(true);
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pObj->m_ObjFlags |= FOB_TRANS_MASK;
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// set scissor
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//pObj->m_nScissorX1 = RendParams.nScissorX1;
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//pObj->m_nScissorY1 = RendParams.nScissorY1;
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//pObj->m_nScissorX2 = RendParams.nScissorX2;
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//pObj->m_nScissorY2 = RendParams.nScissorY2;
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//checl if it should be drawn close to the player
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if ((RendParams.dwFObjFlags & FOB_NEAREST) || (m_nFlags & CS_FLAG_DRAW_NEAR))
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{
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pObj->m_ObjFlags|=FOB_NEAREST;
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}
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else
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pObj->m_ObjFlags&=~FOB_NEAREST;
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pObj->m_Color = m_Color;
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pObj->m_Color.a *= RendParams.fAlpha;
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pObj->m_AmbColor = RendParams.vAmbientColor;
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if (pRenderer->EF_GetHeatVision())
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pObj->m_ObjFlags |= FOB_HOTAMBIENT;
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pObj->m_ObjFlags |= RendParams.dwFObjFlags;
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int nTemplID = RendParams.nShaderTemplate;
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pObj->m_pShadowCasters = RendParams.pShadowMapCasters;
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if(RendParams.pShadowMapCasters && RendParams.pShadowMapCasters->size())
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pObj->m_ObjFlags |= FOB_INSHADOW;
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else
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pObj->m_ObjFlags &= ~FOB_INSHADOW;
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pObj->m_nTemplId = nTemplID;
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pObj->m_DynLMMask = RendParams.nDLightMask;
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pObj->m_SortId = RendParams.fCustomSortOffset;
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pObj->m_fDistanceToCam = RendParams.fSQDistance;
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pObj->m_Matrix = mtxObjMatrix;
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// pObj->m_Matrix = mtxObjMatrix;
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pObj->m_pCharInstance = pCharInstance;
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return pObj;
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}
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