From: Mario Date: Sat, 13 Oct 2018 12:02:14 +0000 (+1000) Subject: Possible workaround for invisible nades X-Git-Tag: xonotic-v0.8.5~1777 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c4100c84522240cfb2080987a5421e7ae61b3712;p=xonotic%2Fxonotic-data.pk3dir.git Possible workaround for invisible nades --- diff --git a/qcsrc/common/mutators/mutator/nades/nades.qc b/qcsrc/common/mutators/mutator/nades/nades.qc index b4a3066fb..2da326ac8 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qc +++ b/qcsrc/common/mutators/mutator/nades/nades.qc @@ -975,6 +975,10 @@ 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); @@ -1104,6 +1108,8 @@ 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;