/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ void View_UpdateWeapon(entity vm, entity mflash) { player pl = (player)pSeat->ePlayer; if (pSeat->fLastWeapon != pl.activeweapon) { pSeat->fLastWeapon = pl.activeweapon; if (pl.activeweapon) { setmodel(vm, g_weapons[pl.activeweapon].vmodel()); skel_delete( mflash.skeletonindex ); mflash.skeletonindex = skel_create( vm.modelindex ); pSeat->fNumBones = skel_get_numbones( mflash.skeletonindex ) + 1; pSeat->fEjectBone = pSeat->fNumBones + 1; } Weapons_Draw(); } }