Fix missing hand in JKO when saber equipped

This commit is contained in:
Simon 2023-05-26 23:16:44 +01:00
parent 62eec97249
commit ff6827a4ed
4 changed files with 5 additions and 5 deletions

View file

@ -1318,7 +1318,7 @@ qboolean CG_CalcFOVFromX( float fov_x )
} }
// set it // set it
cg.refdef.override_fov = true; cg.refdef.override_fov = inwater;
cg.refdef.fov_x = fov_x; cg.refdef.fov_x = fov_x;
cg.refdef.fov_y = fov_y; cg.refdef.fov_y = fov_y;

View file

@ -810,7 +810,7 @@ void CG_DrawCenterString( void );
// //
void CG_Player( centity_t *cent ); void CG_Player( centity_t *cent );
void CG_ResetPlayerEntity( centity_t *cent ); void CG_ResetPlayerEntity( centity_t *cent );
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent ); void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent, bool forceShownInFirstPerson = false );
void CG_GetTagWorldPosition( refEntity_t *model, char *tag, vec3_t pos, vec3_t axis[3] ); void CG_GetTagWorldPosition( refEntity_t *model, char *tag, vec3_t pos, vec3_t axis[3] );
// //

View file

@ -3400,7 +3400,7 @@ CG_AddRefEntityWithPowerups
Adds a piece with modifications or duplications for powerups Adds a piece with modifications or duplications for powerups
=============== ===============
*/ */
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent ) void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent, bool forceShownInFirstPerson )
{ {
if ( !cent ) if ( !cent )
{ {
@ -3431,7 +3431,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
// cgi_S_AddLoopingSound( 0, cent->lerpOrigin, vec3_origin, cgs.media.overchargeLoopSound ); // cgi_S_AddLoopingSound( 0, cent->lerpOrigin, vec3_origin, cgs.media.overchargeLoopSound );
// } // }
if (player1stPersonSaber) { if (player1stPersonSaber && !forceShownInFirstPerson) {
ent->renderfx = RF_THIRD_PERSON; ent->renderfx = RF_THIRD_PERSON;
} }

View file

@ -2076,7 +2076,7 @@ wasForceSpeed=isForceSpeed;
} }
centity_t *cent = &cg_entities[0]; centity_t *cent = &cg_entities[0];
CG_AddRefEntityWithPowerups(&handEnt, cent->currentState.powerups, cent); CG_AddRefEntityWithPowerups(&handEnt, cent->currentState.powerups, cent, true);
if (cg.snap->ps.weapon == WP_NONE || if (cg.snap->ps.weapon == WP_NONE ||
cg.snap->ps.weapon == WP_MELEE || cg.snap->ps.weapon == WP_MELEE ||