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void
rendermodel(OFString *mdl, int frame, int range, int tex, float rad,
OFVector3D position, float yaw, float pitch, bool teammate, float scale,
float speed, int snap, int basetime)
{
MD2 *m = loadmodel(mdl);
if (isoccluded(player1.o.x, player1.o.y, position.x - rad,
position.z - rad, rad * 2))
return;
delayedload(m);
int xs, ys;
glBindTexture(GL_TEXTURE_2D,
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void
rendermodel(OFString *mdl, int frame, int range, int tex, float rad,
OFVector3D position, float yaw, float pitch, bool teammate, float scale,
float speed, int snap, int basetime)
{
MD2 *m = loadmodel(mdl);
if (isoccluded(player1.origin.x, player1.origin.y, position.x - rad,
position.z - rad, rad * 2))
return;
delayedload(m);
int xs, ys;
glBindTexture(GL_TEXTURE_2D,
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