r_refdef.vieworg[2] += cl.viewheight + bob;
+ // LordHavoc: origin view kick added
+ if (!intimerefresh)
+ {
+ VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+ VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+ }
+
// set up gun
+ // (FIXME! this should be in cl_main.c with the other linking code, not view.c!)
view->state_current.modelindex = cl.stats[STAT_WEAPON];
view->state_current.frame = cl.stats[STAT_WEAPONFRAME];
VectorCopy(r_refdef.vieworg, view->render.origin);
view->render.angles[ROLL] = r_refdef.viewangles[ROLL] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
// FIXME: this setup code is somewhat evil (CL_LerpUpdate should be private?)
CL_LerpUpdate(view);
+ CL_BoundingBoxForEntity(&view->render);
view->render.colormap = -1; // no special coloring
view->render.alpha = ent->render.alpha; // LordHavoc: if the player is transparent, so is the gun
view->render.effects = ent->render.effects;
view->render.scale = 1.0 / 3.0;
- // LordHavoc: origin view kick added
- if (!intimerefresh)
- {
- VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
- VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
- }
-
- // copy to refdef
- r_refdef.viewent = view->render;
+ // link into render entities list
+ if (r_refdef.numentities < r_refdef.maxentities && r_drawviewmodel.integer && !chase_active.integer && !envmap && r_drawentities.integer && !(cl.items & IT_INVISIBILITY) && cl.stats[STAT_HEALTH] > 0 && view->render.model != NULL)
+ r_refdef.entities[r_refdef.numentities++] = &view->render;
}
}