open Weapon.cpp
change itCode:r3dMesh* WeaponConfig::getMesh( bool allow_async_loading, bool first_person ) const { 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; }
2.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;
change :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); if(g_camera_mode->GetInt()==2 && player->NetworkLocal) checkForSkeleton(); } }
Code:m_pConfig->updateMuzzleOffset(g_camera_mode->GetInt()==2 && player->NetworkLocal); //if(g_camera_mode->GetInt()==2 && player->NetworkLocal) checkForSkeleton();



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