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Comparing 2006 Base SDK to Fortress Forever 2.46

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 ) );