[Maps] Ignore cull distance for frustum calculation
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@ -777,8 +777,6 @@ namespace Components
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float* _origin = gameWorld->dpvs.smodelDrawInsts[i].placement.origin;
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float* _origin = gameWorld->dpvs.smodelDrawInsts[i].placement.origin;
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glm::vec2 modelOrigin(_origin[0], _origin[1]);
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glm::vec2 modelOrigin(_origin[0], _origin[1]);
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if ((selfOrigin - modelOrigin).length() <= gameWorld->dpvs.smodelDrawInsts[i].cullDist * 1.0f)
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{
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// If matrix is singular just draw the models
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// If matrix is singular just draw the models
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glm::mat2x2 matrix(right[0], -(forward[0]), right[1], -(forward[1]));
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glm::mat2x2 matrix(right[0], -(forward[0]), right[1], -(forward[1]));
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if (glm::determinant(matrix) != 0)
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if (glm::determinant(matrix) != 0)
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@ -796,7 +794,6 @@ namespace Components
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gameWorld->dpvs.smodelVisData[1][i] = 1;
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gameWorld->dpvs.smodelVisData[1][i] = 1;
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gameWorld->dpvs.smodelVisData[2][i] = 1;
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gameWorld->dpvs.smodelVisData[2][i] = 1;
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}
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}
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}
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}, HOOK_CALL).install()->quick();
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}, HOOK_CALL).install()->quick();
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Dvar::OnInit([]()
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Dvar::OnInit([]()
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