- Joined
- Apr 19, 2008
- Messages
- 23
- Reaction score
- 5
open Weapon.cpp
change it
2.
change :
Code:
r3dMesh* WeaponConfig::getMesh( bool allow_async_loading, bool first_person ) const
{
[COLOR="#00FF00"] extern bool g_bEditMode;
if(!g_bEditMode) // do not check this in editor to allow artists to test models without changing DB
if(!IsFPS)
first_person = false;
if( first_person )
{
if(m_Model_FPS == 0)
{
#ifndef FINAL_BUILD
if(g_bEditMode && !r3dFileExists(m_ModelPath_1st))
{
char buf[128];
sprintf(buf, "FPS model isn't available for %s", FNAME);
MessageBox(NULL, buf, "Warning", MB_OK);
m_Model_FPS = m_Model;
}
else
#endif
{
m_Model_FPS = r3dGOBAddMesh(m_ModelPath_1st, true, false, allow_async_loading, true );
if(m_Model_FPS==0)
{
r3dError("ART: failed to load mesh '%s'\n", m_ModelPath_1st);
}
r3d_assert(m_Model_FPS);
}
}
return m_Model_FPS;
}
r3d_assert( m_Model ) ;
return m_Model;[/COLOR]
}
m_Model_FPS = r3dGOBAddMesh(m_ModelPath_1st, true, false, allow_async_loading, true );
if(m_Model_FPS==0)
{
r3dError("ART: failed to load mesh '%s'\n", m_ModelPath_1st);
}
r3d_assert(m_Model_FPS);
return m_Model_FPS;
2.
Code:
R3DPROFILE_FUNCTION("Weapon::Update");
obj_Player* player = (obj_Player*)m_Owner;
if(!m_isMeshLoaded)
{
m_isMeshLoaded = isLoaded();
if(m_isMeshLoaded)
{
m_pConfig->updateMuzzleOffset(g_camera_mode->GetInt()==2 && player->NetworkLocal);
[COLOR="#FF0000"] if(g_camera_mode->GetInt()==2 && player->NetworkLocal)
checkForSkeleton();[/COLOR]
}
}
Code:
m_pConfig->updateMuzzleOffset(g_camera_mode->GetInt()==2 && player->NetworkLocal);
[COLOR="#00FF00"] //if(g_camera_mode->GetInt()==2 && player->NetworkLocal)[/COLOR]
checkForSkeleton();
Last edited: