View: Move muzzleflash precaches out to be game specific.

This commit is contained in:
Marco Cawthorne 2021-10-06 22:00:23 +02:00
parent 7acdd8a2d6
commit dd94d7d75f
Signed by: eukara
GPG key ID: C196CD8BA993248A

View file

@ -24,6 +24,7 @@ View_Init(void)
pSeat->m_eViewModel.classname = "vm";
pSeat->m_eViewModel.renderflags = RF_DEPTHHACK;
pSeat->m_eViewModel.effects |= EF_NOSHADOW;
pSeat->m_eViewModel.alpha = 1.0f;
setsize(pSeat->m_eViewModel, [0,0,0], [0,0,0]);
pSeat->m_eMuzzleflash = spawn();
@ -33,11 +34,6 @@ View_Init(void)
setsize(pSeat->m_eMuzzleflash, [0,0,0], [0,0,0]);
}
}
/* there's also muzzleflash.spr, but that's just MUZZLE_SMALL again */
MUZZLE_RIFLE = (int)getmodelindex("sprites/muzzleflash1.spr");
MUZZLE_SMALL = (int)getmodelindex("sprites/muzzleflash2.spr");
MUZZLE_WEIRD = (int)getmodelindex("sprites/muzzleflash3.spr");
}
void
@ -151,7 +147,7 @@ View_DrawViewModel(void)
}
// Only bother when zoomed out
if (pl.viewzoom == 1.0f) {
if (m_eViewModel.alpha != 0.0f) {
// Update muzzleflash position and draw it
if (m_eMuzzleflash.alpha > 0.0f) {
makevectors(getproperty(VF_ANGLES));