Do not draw weapon model, crosshair and hud in menu screen

This commit is contained in:
Petr Bartos 2022-09-29 17:41:20 +02:00
parent 96b1071b50
commit 21fc40dc44
2 changed files with 5 additions and 5 deletions

View file

@ -2824,7 +2824,7 @@ void CG_DrawActive( void ) {
// clear around the rendered view if sized down // clear around the rendered view if sized down
CG_TileClear(); CG_TileClear();
if(!vr->weapon_zoomed) if(!vr->weapon_zoomed && !vr->virtual_screen)
CG_DrawCrosshair3D(); CG_DrawCrosshair3D();
// offset vieworg appropriately if we're doing stereo separation // offset vieworg appropriately if we're doing stereo separation
@ -2892,7 +2892,7 @@ void CG_DrawActive( void ) {
} }
//Now draw the HUD shader in the world //Now draw the HUD shader in the world
if (trap_Cvar_VariableValue("vr_hudDrawStatus") != 2.0f) if (trap_Cvar_VariableValue("vr_hudDrawStatus") != 2.0f && !vr->weapon_zoomed && !vr->virtual_screen)
{ {
refEntity_t ent; refEntity_t ent;
trace_t trace; trace_t trace;
@ -2955,7 +2955,7 @@ void CG_DrawActive( void ) {
//Now draw the screen 2D stuff //Now draw the screen 2D stuff
CG_DrawScreen2D(); CG_DrawScreen2D();
if (!vr->weapon_zoomed) if (!vr->weapon_zoomed && !vr->virtual_screen)
{ {
cg.drawingHUD = qtrue; cg.drawingHUD = qtrue;

View file

@ -1728,8 +1728,8 @@ void CG_AddViewWeapon( playerState_t *ps ) {
return; return;
} }
if (vr->weapon_zoomed) { if (vr->weapon_zoomed || vr->virtual_screen) {
return; // do not draw weapon model with enabled weapon scope return; // do not draw weapon model with enabled weapon scope or when in menu
} }
cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum]; cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];