P47R!CK
05-28-2005, 12:44 PM
int __stdcall new_DrawModel ( int flags, IClientRenderable *cliententity, ModelInstanceHandle_t instance, int entity_index, const model_t *model, Vector const& origin, QAngle const& angles, int skin, int body, int hitboxset, const matrix3x4_t *modelToWorld, const matrix3x4_t *pLightingOffset )
{
// acquire the base combat character (in my case pCombat ) from ent index
C_LocalTempEntity* pTempEnt = (C_LocalTempEntity*) pCombat->GetBaseAnimating();
pTempEnt->DrawSprite( g_pEntList->GetClientEntity( entity_index ),
model, origin, angles, g_pGlobals->framecount,
g_pEntList->GetClientEntity( entity_index ), entity_index, kRenderWorldGlow, kRenderFxMax,
GetAlpha(dwColor), GetRed(dwColor), GetBlue(dwColor), GetGreen(dwColor), 255.0f );
...
call the org function
this looks like 1.x glowing but it's visible through walls ... no idea why :/
{
// acquire the base combat character (in my case pCombat ) from ent index
C_LocalTempEntity* pTempEnt = (C_LocalTempEntity*) pCombat->GetBaseAnimating();
pTempEnt->DrawSprite( g_pEntList->GetClientEntity( entity_index ),
model, origin, angles, g_pGlobals->framecount,
g_pEntList->GetClientEntity( entity_index ), entity_index, kRenderWorldGlow, kRenderFxMax,
GetAlpha(dwColor), GetRed(dwColor), GetBlue(dwColor), GetGreen(dwColor), 255.0f );
...
call the org function
this looks like 1.x glowing but it's visible through walls ... no idea why :/