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https://github.com/DrBeef/ioq3quest.git
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Do not draw weapon model, crosshair and hud in menu screen
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parent
96b1071b50
commit
21fc40dc44
2 changed files with 5 additions and 5 deletions
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@ -2824,7 +2824,7 @@ void CG_DrawActive( void ) {
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// clear around the rendered view if sized down
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// clear around the rendered view if sized down
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CG_TileClear();
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CG_TileClear();
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if(!vr->weapon_zoomed)
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if(!vr->weapon_zoomed && !vr->virtual_screen)
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CG_DrawCrosshair3D();
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CG_DrawCrosshair3D();
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// offset vieworg appropriately if we're doing stereo separation
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// offset vieworg appropriately if we're doing stereo separation
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@ -2892,7 +2892,7 @@ void CG_DrawActive( void ) {
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}
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}
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//Now draw the HUD shader in the world
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//Now draw the HUD shader in the world
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if (trap_Cvar_VariableValue("vr_hudDrawStatus") != 2.0f)
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if (trap_Cvar_VariableValue("vr_hudDrawStatus") != 2.0f && !vr->weapon_zoomed && !vr->virtual_screen)
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{
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{
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refEntity_t ent;
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refEntity_t ent;
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trace_t trace;
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trace_t trace;
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@ -2955,7 +2955,7 @@ void CG_DrawActive( void ) {
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//Now draw the screen 2D stuff
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//Now draw the screen 2D stuff
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CG_DrawScreen2D();
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CG_DrawScreen2D();
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if (!vr->weapon_zoomed)
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if (!vr->weapon_zoomed && !vr->virtual_screen)
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{
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{
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cg.drawingHUD = qtrue;
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cg.drawingHUD = qtrue;
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@ -1728,8 +1728,8 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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return;
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return;
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}
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}
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if (vr->weapon_zoomed) {
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if (vr->weapon_zoomed || vr->virtual_screen) {
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return; // do not draw weapon model with enabled weapon scope
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return; // do not draw weapon model with enabled weapon scope or when in menu
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}
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}
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cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
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cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
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