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fixed vehicle and ped sorting for new renderer
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244b91ee80
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0662de5323
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@ -818,6 +818,8 @@ CRenderer::RenderVehiclesAndPeds(void)
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{
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int i;
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CEntity *e;
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EntityInfo ei;
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CLink<EntityInfo> *node;
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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//CVisibilityPlugins::InitAlphaEntityList(); // not safe yet
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@ -826,9 +828,21 @@ CRenderer::RenderVehiclesAndPeds(void)
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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if(e->IsVehicle() && PutIntoSortedVehicleList((CVehicle*)e))
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continue;
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RenderOneNonRoad(e);
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continue; // boats handled elsewhere
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if(e->IsPed())
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RenderOneNonRoad(e);
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else{
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ei.ent = e;
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ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
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gSortedVehiclesAndPeds.InsertSorted(ei);
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}
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}
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for(node = gSortedVehiclesAndPeds.tail.prev;
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node != &gSortedVehiclesAndPeds.head;
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node = node->prev)
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RenderOneNonRoad(node->item.ent);
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// RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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}
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