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Fix auxiliary crosshairs not appearing when re-entering the vehicle
author
Mario <mario@smbclan.net>
Fri, 29 Jul 2016 10:57:08 +0000
(20:57 +1000)
committer
Mario <mario@smbclan.net>
Fri, 29 Jul 2016 10:57:08 +0000
(20:57 +1000)
qcsrc/common/vehicles/cl_vehicles.qc
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diff --git
a/qcsrc/common/vehicles/cl_vehicles.qc
b/qcsrc/common/vehicles/cl_vehicles.qc
index f7e7ca025e734506e8a13ae3176238b3cf56bdb1..aeb7de83b7a60b77b22e9fdcfc2b67fbc44c2ab2 100644
(file)
--- a/
qcsrc/common/vehicles/cl_vehicles.qc
+++ b/
qcsrc/common/vehicles/cl_vehicles.qc
@@
-63,6
+63,7
@@
NET_HANDLE(ENT_CLIENT_AUXILIARYXHAIR, bool isnew)
axh.axh_image = vCROSS_HINT;
axh.alpha = 1;
AuxiliaryXhair[axh_id] = axh;
+ IL_PUSH(g_drawables_2d, axh);
}
if(sf & 2)
@@
-81,7
+82,6
@@
NET_HANDLE(ENT_CLIENT_AUXILIARYXHAIR, bool isnew)
axh.cnt = time;
axh.draw2d = AuxiliaryXhair_Draw2D;
- if (isnew) IL_PUSH(g_drawables_2d, axh);
return true;
}
@@
-126,6
+126,7
@@
NET_HANDLE(TE_CSQC_VEHICLESETUP, bool isnew)
axh.axh_image = vCROSS_HINT;
axh.alpha = 1;
AuxiliaryXhair[i] = axh;
+ IL_PUSH(g_drawables_2d, axh);
}
if(hud_id == HUD_BUMBLEBEE_GUN)