From 26293cd8bdb7ee7fa35e9cc98f9d988201a3f401 Mon Sep 17 00:00:00 2001 From: Mario Date: Sat, 13 Oct 2018 22:03:37 +1000 Subject: [PATCH] Revert hiding of the weapon entity until a clean solution can be applied --- qcsrc/common/mutators/mutator/nades/nades.qc | 6 ------ qcsrc/server/weapons/weaponsystem.qc | 1 - 2 files changed, 7 deletions(-) diff --git a/qcsrc/common/mutators/mutator/nades/nades.qc b/qcsrc/common/mutators/mutator/nades/nades.qc index 2da326ac8..b4a3066fb 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qc +++ b/qcsrc/common/mutators/mutator/nades/nades.qc @@ -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; diff --git a/qcsrc/server/weapons/weaponsystem.qc b/qcsrc/server/weapons/weaponsystem.qc index 50a30fed8..86988b6e0 100644 --- a/qcsrc/server/weapons/weaponsystem.qc +++ b/qcsrc/server/weapons/weaponsystem.qc @@ -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); -- 2.39.2