Revert hiding of the weapon entity until a clean solution can be applied
authorMario <mario@smbclan.net>
Sat, 13 Oct 2018 12:03:37 +0000 (22:03 +1000)
committerMario <mario@smbclan.net>
Sat, 13 Oct 2018 12:03:37 +0000 (22:03 +1000)
qcsrc/common/mutators/mutator/nades/nades.qc
qcsrc/server/weapons/weaponsystem.qc

index 2da326a..b4a3066 100644 (file)
@@ -975,10 +975,6 @@ void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
        if(set_owner)
                _nade.realowner = e;
 
-       .entity weaponentity = _nade.weaponentity_fld;
-       if(e.(weaponentity))
-               e.(weaponentity).nodrawtoclient = e; // restore it!
-
        settouch(_nade, nade_touch);
        _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
        SetResourceAmount(_nade, RESOURCE_HEALTH, autocvar_g_nades_nade_health);
@@ -1108,8 +1104,6 @@ void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, strin
 
        setmodel(fn, MDL_NADE_VIEW);
        setattachment(fn, player.(weaponentity), "");
-       if(player.(weaponentity))
-               player.(weaponentity).nodrawtoclient = NULL; // temporarily allow server side view model
        fn.realowner = fn.owner = player;
        fn.colormod = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_color;
        fn.colormap = player.colormap;
index 50a30fe..86988b6 100644 (file)
@@ -179,7 +179,6 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
-       view.nodrawtoclient = actor;
        view.draggable = drag_undraggable;
        setcefc(view, CL_Weaponentity_CustomizeEntityForClient);