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@ -951,7 +951,7 @@ void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const bre
@@ -951,7 +951,7 @@ void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const bre
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nSkin = pOwnerAnim->m_nSkin; |
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} |
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} |
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matrix3x4_t localToWorld; |
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static matrix3x4_t localToWorld; |
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CStudioHdr studioHdr; |
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const model_t *model = modelinfo->GetModel( modelindex ); |
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@ -1009,7 +1009,7 @@ void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const bre
@@ -1009,7 +1009,7 @@ void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const bre
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if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) |
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break; |
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matrix3x4_t matrix; |
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static matrix3x4_t matrix; |
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AngleMatrix( params.angles, params.origin, matrix ); |
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CStudioHdr studioHdr; |
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@ -1188,7 +1188,7 @@ void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const bre
@@ -1188,7 +1188,7 @@ void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const bre
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Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize(); |
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// Try to align the gibs along the original axis
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matrix3x4_t matrix; |
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static matrix3x4_t matrix; |
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AngleMatrix( vecAngles, matrix ); |
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AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize ); |
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MatrixAngles( matrix, vecAngles ); |
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@ -1397,7 +1397,7 @@ CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex,
@@ -1397,7 +1397,7 @@ CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex,
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if ( ( iPrecomputedBreakableCount != -1 ) && ( i >= iPrecomputedBreakableCount ) ) |
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break; |
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matrix3x4_t matrix; |
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static matrix3x4_t matrix; |
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AngleMatrix( params.angles, params.origin, matrix ); |
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CStudioHdr studioHdr; |
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@ -1596,7 +1596,7 @@ CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex,
@@ -1596,7 +1596,7 @@ CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex,
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Vector vecBreakableObbSize = pBreakable->CollisionProp()->OBBSize(); |
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// Try to align the gibs along the original axis
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matrix3x4_t matrix; |
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static matrix3x4_t matrix; |
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AngleMatrix( vecAngles, matrix ); |
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AlignBoxes( &matrix, vecObbSize, vecBreakableObbSize ); |
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MatrixAngles( matrix, vecAngles ); |
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