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Tier2: use utlvector for cylinder points and initialize buffer
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@ -69,7 +69,7 @@ void DebugDrawCylinder(const Vector3D& vOrigin, const QAngle& vAngles, float flR
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float flDegrees = 360.f / float(nSides);
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QAngle vComposed;
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Vector3D vForward;
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vector<Vector3D> vvPoints;
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CUtlVector<Vector3D> vecPoints(0, nSides);
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AngleVectors(vAngles, &vForward);
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@ -79,13 +79,13 @@ void DebugDrawCylinder(const Vector3D& vOrigin, const QAngle& vAngles, float flR
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AngleCompose(vAngles, { 0.f, 0.f, flDegrees * i }, vComposed);
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AngleVectors(vComposed, nullptr, &right, nullptr);
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vvPoints.push_back(vOrigin + (right * flRadius));
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vecPoints.AddToTail(vOrigin + (right * flRadius));
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}
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for (int i = 0; i < nSides; i++)
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{
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Vector3D vStart = vvPoints[i];
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Vector3D vEnd = i == 0 ? vvPoints[nSides - 1] : vvPoints[i - 1];
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Vector3D vStart = vecPoints[i];
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Vector3D vEnd = i == 0 ? vecPoints[nSides - 1] : vecPoints[i - 1];
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v_RenderLine(vStart, vEnd, color, bZBuffer);
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v_RenderLine(vStart + (vForward * flHeight), vEnd + (vForward * flHeight), color, bZBuffer);
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