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Fix missing hand in JKO when saber equipped
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parent
62eec97249
commit
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4 changed files with 5 additions and 5 deletions
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@ -1318,7 +1318,7 @@ qboolean CG_CalcFOVFromX( float fov_x )
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}
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}
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// set it
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// set it
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cg.refdef.override_fov = true;
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cg.refdef.override_fov = inwater;
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cg.refdef.fov_x = fov_x;
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cg.refdef.fov_x = fov_x;
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cg.refdef.fov_y = fov_y;
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cg.refdef.fov_y = fov_y;
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@ -810,7 +810,7 @@ void CG_DrawCenterString( void );
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//
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//
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void CG_Player( centity_t *cent );
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void CG_Player( centity_t *cent );
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void CG_ResetPlayerEntity( centity_t *cent );
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void CG_ResetPlayerEntity( centity_t *cent );
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void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent );
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void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent, bool forceShownInFirstPerson = false );
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void CG_GetTagWorldPosition( refEntity_t *model, char *tag, vec3_t pos, vec3_t axis[3] );
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void CG_GetTagWorldPosition( refEntity_t *model, char *tag, vec3_t pos, vec3_t axis[3] );
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//
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//
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@ -3400,7 +3400,7 @@ CG_AddRefEntityWithPowerups
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Adds a piece with modifications or duplications for powerups
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Adds a piece with modifications or duplications for powerups
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===============
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===============
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*/
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*/
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void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent )
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void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent, bool forceShownInFirstPerson )
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{
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{
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if ( !cent )
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if ( !cent )
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{
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{
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@ -3431,7 +3431,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
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// cgi_S_AddLoopingSound( 0, cent->lerpOrigin, vec3_origin, cgs.media.overchargeLoopSound );
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// cgi_S_AddLoopingSound( 0, cent->lerpOrigin, vec3_origin, cgs.media.overchargeLoopSound );
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// }
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// }
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if (player1stPersonSaber) {
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if (player1stPersonSaber && !forceShownInFirstPerson) {
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ent->renderfx = RF_THIRD_PERSON;
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ent->renderfx = RF_THIRD_PERSON;
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}
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}
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@ -2076,7 +2076,7 @@ wasForceSpeed=isForceSpeed;
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}
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}
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centity_t *cent = &cg_entities[0];
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centity_t *cent = &cg_entities[0];
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CG_AddRefEntityWithPowerups(&handEnt, cent->currentState.powerups, cent);
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CG_AddRefEntityWithPowerups(&handEnt, cent->currentState.powerups, cent, true);
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if (cg.snap->ps.weapon == WP_NONE ||
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if (cg.snap->ps.weapon == WP_NONE ||
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cg.snap->ps.weapon == WP_MELEE ||
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cg.snap->ps.weapon == WP_MELEE ||
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