Thanks for your share!
[STRIKE]
delete[/STRIKE]
- - - Updated - - -
The probleme for back is here i know:
Code:
if(dt != DT_AURA)
{
D3DXMATRIX world = getWeaponBone(skel, CharMat);
if(!first_person)
{
if(slots_[SLOT_WeaponBackRight].wpn)
{
skel->GetBoneWorldTM("Weapon_BackRight", &world, CharMat);
DrawSlot(SLOT_WeaponBackRight, world, dt, false, first_person, NULL);
}
if(slots_[SLOT_WeaponSide].wpn)
{
skel->GetBoneWorldTM("Weapon_Side", &world, CharMat);
DrawSlot(SLOT_WeaponSide, world, dt, false, first_person, NULL);
}
}
if(draw_weapon)
{
world = getWeaponBone(skel, CharMat);
bool skinned = false;
r3dSkeleton* wpnSkel = NULL;
Weapon* wpn = slots_[SLOT_Weapon].wpn;
if(wpn)
{
r3dMesh* msh = wpn->getModel(true, first_person);
if(msh->IsSkeletal() && wpn->getConfig()->getSkeleton())
{
wpn->getAnimation()->Recalc();
wpn->getAnimation()->pSkeleton->SetShaderConstants();
wpnSkel = wpn->getAnimation()->pSkeleton;
skinned = false;
}
}
DrawSlot(SLOT_Weapon, world, dt, skinned, first_person, wpnSkel);
}
}