Mod_CheckLoaded(e->render.model);
if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
angles[0] = -angles[0];
- if (e->render.model->flags & EF_ROTATE)
+ if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
angles[1] = ANGLEMOD(100*cl.time);
if (cl_itembobheight.value)
e->persistent.muzzleflash -= cl.frametime * 1000;
}
// LordHavoc: if the model has no flags, don't check each
- if (e->render.model && e->render.model->flags)
+ if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
if (e->render.model->flags & EF_GIB)
trailtype = 2;
ent->state_current.modelindex = cl.stats[STAT_WEAPON];
ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
ent->state_current.flags = RENDER_VIEWMODEL;
- if (cl.stats[STAT_HEALTH] <= 0)
+ if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
ent->state_current.modelindex = 0;
else if (cl.items & IT_INVISIBILITY)
{
if (gamemode == GAME_TRANSFUSION)
- ent->state_current.alpha = 0.5;
+ ent->state_current.alpha = 128;
else
ent->state_current.modelindex = 0;
}