view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
- view->colormap = vid.colormap;
+ view->colormap = 0; //vid.colormap;
// set up the refresh position
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
the entity origin, so any view position inside that will be valid
==================
*/
-extern vrect_t scr_vrect;
-
void V_RenderView (void)
{
if (con_forcedup)