diff --git a/neo/renderer/tr_light.cpp b/neo/renderer/tr_light.cpp index 523a08a2..58076c10 100644 --- a/neo/renderer/tr_light.cpp +++ b/neo/renderer/tr_light.cpp @@ -1443,7 +1443,9 @@ static void R_AddAmbientDrawsurfs( viewEntity_t *vEntity ) { float particle_radius = -1.0f; // Default = disallow softening, but allow modelDepthHack if specified in the decl. if ( r_useSoftParticles.GetBool() && r_enableDepthCapture.GetInteger() != 0 && !shader->ReceivesLighting() // don't soften surfaces that are meant to be solid - && tr.viewDef->renderView.viewID >= 0 ) // Skip during "invisible" rendering passes (e.g. lightgem) + && tr.viewDef->renderView.viewID >= 0 // Skip during "invisible" rendering passes (e.g. lightgem) + // don't apply to particles spawned at the player-weapon (like muzzle flash) + && !vEntity->weaponDepthHack ) // to fix https://github.com/dhewm/dhewm3-sdk/issues/36 { const idRenderModelPrt* prt = dynamic_cast( def->parms.hModel ); // yuck. if ( prt )