diff --git a/source/gl_rmain.c b/source/gl_rmain.c index 07f8e78..3a169a3 100644 --- a/source/gl_rmain.c +++ b/source/gl_rmain.c @@ -720,16 +720,14 @@ R_DrawViewModel */ void R_DrawViewModel (void) { + currententity = &cl.viewent; if (!r_drawviewmodel->value || !Cam_DrawViewModel() || envmap || !r_drawentities->value || (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) || cl.stats[STAT_HEALTH] <= 0) - return; - - currententity = &cl.viewent; - if (!currententity->model) + || !currententity->model) return; // hack the depth range to prevent view model from poking into walls diff --git a/source/r_view.c b/source/r_view.c index 220ab70..1632073 100644 --- a/source/r_view.c +++ b/source/r_view.c @@ -741,6 +741,9 @@ void V_CalcRefdef (void) view->model = cl.model_precache[cl.stats[STAT_WEAPON]]; view->frame = view_message->weaponframe; view->colormap = vid.colormap; + // LordHavoc: make gun visible + view->alpha = 1; + view->colormod[0] = view->colormod[1] = view->colormod[2] = 1; // set up the refresh position r_refdef.viewangles[PITCH] += cl.punchangle;