#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
float autocvar_cl_viewmodel_scale;
+float autocvar_cl_viewmodel_alpha;
bool autocvar_cl_bobmodel;
float autocvar_cl_bobmodel_speed;
if(!this.activeweapon || !autocvar_r_drawviewmodel)
return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
- float a = this.alpha;
- static bool wasinvehicle;
+ float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
bool invehicle = player_localentnum > maxclients;
if (invehicle) a = -1;
- else if (wasinvehicle) a = 1;
- wasinvehicle = invehicle;
Weapon wep = this.activeweapon;
int c = entcs_GetClientColors(current_player);
vector g = weaponentity_glowmod(wep, NULL, c, this);