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Slight adjustment as to when to draw hand models
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parent
afaf887a47
commit
a1268d9045
2 changed files with 4 additions and 1 deletions
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@ -2374,6 +2374,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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&& !vr->weapon_stabilised
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&& !vr->weapon_stabilised
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&& !vr->in_vehicle
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&& !vr->in_vehicle
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&& !cg_pano.integer
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&& !cg_pano.integer
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&& cg.zoomMode == 0
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&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
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&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
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{
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{
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vec3_t end, forward;
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vec3_t end, forward;
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@ -2389,7 +2390,8 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL;
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handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL;
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if (!g_entities[cg.snap->ps.viewEntity].client->ps.dualSabers)
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if (!g_entities[cg.snap->ps.viewEntity].client->ps.dualSabers ||
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cg.snap->ps.weapon != WP_SABER)
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{
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{
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if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
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if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
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(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
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(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
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@ -2040,6 +2040,7 @@ wasForceSpeed=isForceSpeed;
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&& !vr->weapon_stabilised
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&& !vr->weapon_stabilised
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&& !vr->in_vehicle
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&& !vr->in_vehicle
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&& !cg_pano.integer
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&& !cg_pano.integer
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&& cg.zoomMode == 0
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&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
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&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
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{
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{
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vec3_t end, forward;
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vec3_t end, forward;
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