if(CurLoadout.BackpackID = !20176)
{
uberEquip_->SetSlot(SLOT_Backpack, (r3dMesh*)NULL);
}
if(NetworkLocal)
{
if(backpack)
uberEquip_->SetSlot(SLOT_Backpack, backpack->getMesh());
else
uberEquip_->SetSlot(SLOT_Backpack, (r3dMesh*)NULL);
}
if(NetworkLocal)
{
if(backpack)
{
if(CurLoadout.BackpackID == 20176)
{
uberEquip_->SetSlot(SLOT_Backpack, (r3dMesh*)NULL);
UpdateCharWeaponMeshes();
}
else
{
uberEquip_->SetSlot(SLOT_Backpack, backpack->getMesh());
UpdateCharWeaponMeshes();
}
}
else
{
uberEquip_->SetSlot(SLOT_Backpack, (r3dMesh*)NULL);
}
}
void obj_Player::UpdateCharWeaponMeshes()
{
//r3d_assert(!m_Weapons[m_SelectedWeapon].Empty());
bool isFirstPerson = g_camera_mode->GetInt()==2 && NetworkLocal;
uberEquip_->SetSlot(SLOT_Weapon, m_Weapons[m_SelectedWeapon]);
if(m_SelectedWeapon==0)
{
uberEquip_->SetSlot(SLOT_WeaponBackRight, (Weapon*)NULL);
}
else
{
const BackpackConfig* backpack = g_pWeaponArmory->getBackpackConfig(CurLoadout.BackpackID);
if(NetworkLocal)
{
if(backpack)
{
if(m_Weapons[0])
{
uberEquip_->SetSlot(SLOT_WeaponBackRight, m_Weapons[0]);
}
}
if(backpack)
{
if(CurLoadout.BackpackID != 20176)
{
if(m_Weapons[0])
{
uberEquip_->SetSlot(SLOT_WeaponBackRight, m_Weapons[0]);
}
}
}
<Backpack itemID="111111" category="12" Weight="0">
<Model file="Data/ObjectsDepot/Characters/Gear_backpack_dev.sco" />
<Store name="Invisible Backpack" icon="$Data/Weapons/StoreIcons/Gear_Backpack_GameSpot.dds" desc="This is an exclusive test backpack to test the ability to walk around without a backpack." />
<Desc maxSlots="64" maxWeight="9999999" />
</Backpack>