return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
+ int wepskin = this.m_skin;
bool invehicle = player_localentnum > maxclients;
if (invehicle) a = -1;
Weapon wep = this.activeweapon;
{
e.drawmask = mask;
e.alpha = a;
+ e.skin = wepskin;
e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
e.glowmod = g;
e.csqcmodel_effects = fx;
lasthud = hud;
- // TODO maybe don't send cvar values until the menu is open
- // TODO remove CheckSendCvars from menu code (it seems broken anyway)
- // TODO remove references to sendcvar from cvar descriptions
-
ReplicateVars(false);
if (ReplicateVars_NOT_SENDING())
ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame