cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
+
vec3_t cl_playerstandmins;
vec3_t cl_playerstandmaxs;
vec3_t cl_playercrouchmins;
ent->state_current.modelindex = cl.stats[STAT_WEAPON];
ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
ent->state_current.flags = RENDER_VIEWMODEL;
- if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
+ if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
ent->state_current.modelindex = 0;
else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
{
Cvar_RegisterVariable(&cl_prydoncursor);
+ Cvar_RegisterVariable(&cl_deathnoviewmodel);
+
Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
CL_Parse_Init();