Slight adjustment as to when to draw hand models

This commit is contained in:
Simon 2023-08-01 18:22:19 +01:00
parent afaf887a47
commit a1268d9045
2 changed files with 4 additions and 1 deletions

View file

@ -2374,6 +2374,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
&& !vr->weapon_stabilised && !vr->weapon_stabilised
&& !vr->in_vehicle && !vr->in_vehicle
&& !cg_pano.integer && !cg_pano.integer
&& cg.zoomMode == 0
&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)) && (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
{ {
vec3_t end, forward; vec3_t end, forward;
@ -2389,7 +2390,8 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL; handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL;
if (!g_entities[cg.snap->ps.viewEntity].client->ps.dualSabers) if (!g_entities[cg.snap->ps.viewEntity].client->ps.dualSabers ||
cg.snap->ps.weapon != WP_SABER)
{ {
if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time || if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) || (cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||

View file

@ -2040,6 +2040,7 @@ wasForceSpeed=isForceSpeed;
&& !vr->weapon_stabilised && !vr->weapon_stabilised
&& !vr->in_vehicle && !vr->in_vehicle
&& !cg_pano.integer && !cg_pano.integer
&& cg.zoomMode == 0
&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)) && (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
{ {
vec3_t end, forward; vec3_t end, forward;