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@ -131,7 +131,6 @@ mstudiobodyparts_t *m_pBodyPart; |
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player_info_t *m_pPlayerInfo; |
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player_info_t *m_pPlayerInfo; |
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studiohdr_t *m_pStudioHeader; |
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studiohdr_t *m_pStudioHeader; |
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float m_flGaitMovement; |
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float m_flGaitMovement; |
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int g_iBackFaceCull; |
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int g_nTopColor, g_nBottomColor; // remap colors
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int g_nTopColor, g_nBottomColor; // remap colors
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int g_nFaceFlags, g_nForceFaceFlags; |
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int g_nFaceFlags, g_nForceFaceFlags; |
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@ -1836,7 +1835,7 @@ sets true for enable backculling (for left-hand viewmodel) |
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*/ |
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*/ |
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void R_StudioSetCullState( int iCull ) |
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void R_StudioSetCullState( int iCull ) |
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{ |
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{ |
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g_iBackFaceCull = iCull; |
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// This function intentionally does nothing
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} |
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} |
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/*
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/*
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@ -3443,7 +3442,7 @@ void R_DrawViewModel( void ) |
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RI.currentmodel = RI.currententity->model; |
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RI.currentmodel = RI.currententity->model; |
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// backface culling for left-handed weapons
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// backface culling for left-handed weapons
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if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull ) |
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if( R_AllowFlipViewModel( RI.currententity )) |
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{ |
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{ |
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tr.fFlipViewModel = true; |
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tr.fFlipViewModel = true; |
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//pglFrontFace( GL_CW );
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//pglFrontFace( GL_CW );
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@ -3465,7 +3464,7 @@ void R_DrawViewModel( void ) |
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s_ziscale = (float)0x8000 * (float)0x10000; |
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s_ziscale = (float)0x8000 * (float)0x10000; |
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// backface culling for left-handed weapons
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// backface culling for left-handed weapons
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if( R_AllowFlipViewModel( RI.currententity ) || g_iBackFaceCull ) |
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if( R_AllowFlipViewModel( RI.currententity )) |
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{ |
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{ |
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tr.fFlipViewModel = false; |
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tr.fFlipViewModel = false; |
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//pglFrontFace( GL_CCW );
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//pglFrontFace( GL_CCW );
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