void obj_Player::UpdateCharWeaponMeshes(){ uberEquip_->SetSlot(SLOT_Weapon, m_Weapons[m_SelectedWeapon]); if (m_SelectedWeapon == 0) { if (!hudMain && m_Weapons[0]) { m_SelectedWeapon = HANDS_WEAPON_IDX;//Set Hand uberEquip_->SetSlot(SLOT_WeaponBackRight, m_Weapons[0]);//Draw } else uberEquip_->SetSlot(SLOT_WeaponBackRight, (Weapon*)NULL); } else { if(m_Weapons[0]) { uberEquip_->SetSlot(SLOT_WeaponBackRight, m_Weapons[0]); } } if(m_SelectedWeapon==1) uberEquip_->SetSlot(SLOT_WeaponSide, (Weapon*)NULL); else { if(m_Weapons[1]) uberEquip_->SetSlot(SLOT_WeaponSide, m_Weapons[1]); }}