nosoop / SM-TFCWXBaseAttributes

Implementations of Custom Weapons 3 properties as custom attributes.
GNU General Public License v3.0
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Attempt to make worldmodels not appear over the custom models. #6

Open SnowySnowtime opened 3 years ago

SnowySnowtime commented 3 years ago

Self explanatory. In a portion of the code, I discuss what I did with it. It's mostly a back-port of some features, of which to my knowledge were changed. I moved them to the fix and it somewhat worked. I also back-ported the death check. You wont see the weapon model attached to the hand anymore, but still have the proper lighting for your custom viewmodel. I'm not sure on how to go around with the sniper rifle hot-fix, I'm not that well versed in SourcePawn, as I'm more accustomed to LUA.

As seen below, the original sniper rifle worldmodel does not display over the clientmodel override. I would presume that it'd work for all of the other two attributes. image image image

nosoop commented 2 years ago

Sorry for the delay; thanks for attempting the PR.

Finally got around to reviewing; I think the main issue with it is that SetEntityRenderMode / SetEntityRenderColor is the underlying cause of the lighting bug, and this PR brings it back (try standing under the left lamp in BLU spawn on koth_sawmill with a custom viewmodel). After tweaking the PR to get a clean diff and restoring df7b5af341ba9948b73b9d47c2eea64d80f0e1eb (which is intended to be sent upstream from the target branch), the only thing effectively left in the PR being ported over is the wearable detach on death.