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Not rendering selected cargen twice if already rendering cars
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@ -1319,11 +1319,14 @@ namespace CodeWalker
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float arrowrad = arrowlen * 0.066f;
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float arrowrad = arrowlen * 0.066f;
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Renderer.RenderSelectionArrowOutline(cg.Position, Vector3.UnitX, Vector3.UnitY, ori, arrowlen, arrowrad, cgrn);
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Renderer.RenderSelectionArrowOutline(cg.Position, Vector3.UnitX, Vector3.UnitY, ori, arrowlen, arrowrad, cgrn);
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if (!Renderer.rendercars)//only render selected car if not already rendering cars..
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{
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Quaternion cgtrn = Quaternion.RotationAxis(Vector3.UnitZ, (float)Math.PI * -0.5f); //car fragments currently need to be rotated 90 deg right...
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Quaternion cgtrn = Quaternion.RotationAxis(Vector3.UnitZ, (float)Math.PI * -0.5f); //car fragments currently need to be rotated 90 deg right...
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Quaternion cgori = Quaternion.Multiply(ori, cgtrn);
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Quaternion cgori = Quaternion.Multiply(ori, cgtrn);
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Renderer.RenderCar(cg.Position, cgori, cg._CCarGen.carModel, cg._CCarGen.popGroup);
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Renderer.RenderCar(cg.Position, cgori, cg._CCarGen.carModel, cg._CCarGen.popGroup);
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}
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}
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}
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if (selectionItem.PathNode != null)
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if (selectionItem.PathNode != null)
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{
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{
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camrel = selectionItem.PathNode.Position - camera.Position;
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camrel = selectionItem.PathNode.Position - camera.Position;
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