Changes CCmpProjectileManager's culling to use recursive world bounds. Fixes instantly-disappearing smoke trails on projectiles going off-screen.
This was SVN commit r11062.
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@ -347,7 +347,7 @@ void CCmpProjectileManager::RenderSubmit(SceneCollector& collector, const CFrust
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model.ValidatePosition();
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if (culling && !frustum.IsBoxVisible(CVector3D(0, 0, 0), model.GetWorldBounds()))
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if (culling && !frustum.IsBoxVisible(CVector3D(0, 0, 0), model.GetWorldBoundsRec()))
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continue;
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// TODO: do something about LOS (copy from CCmpVisualActor)
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