cl_dll/clientshadowmgr.cpp
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const Vector &CClientShadowMgr::GetShadowDirection( IClientRenderable *pRenderable ) const
{
Vector &vecResult = AllocTempVector();
vecResult = GetShadowDirection();
// Allow the renderable to override the default
pRenderable->GetShadowCastDirection( &vecResult, GetActualShadowCastType( pRenderable ) );
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const Vector &CClientShadowMgr::GetShadowDirection( IClientRenderable *pRenderable ) const
{
Vector &vecResult = AllocTempVector();
// BEGIN Jiggles: Shadows seem to project in nonsensical directions; maybe having them always point down will look better
// TODO: If we like it this way, we should remove the networked direction vector
//vecResult = GetShadowDirection();
static Vector s_vecDown( 0, 0, -1 );
vecResult = s_vecDown;
// END
// Allow the renderable to override the default
pRenderable->GetShadowCastDirection( &vecResult, GetActualShadowCastType( pRenderable ) );