Client View: Ensure modelindex of the viewmodels get set to 0 when
we've got no valid weapon set.
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0147278359
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@ -183,10 +183,13 @@ View_DrawViewModel(void)
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pSeat->m_iLastWeapon = pl.activeweapon;
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pSeat->m_iLastWeapon = pl.activeweapon;
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if (pl.activeweapon) {
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if (pl.activeweapon) {
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/* hack, we changed the wep, move this into Game_Input/PMove */
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/* hack, we changed the wep, move this into Game_Input/PMove */
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Weapons_Draw((player)pl);
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Weapons_Draw((player)pl);
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} else {
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pSeat->m_eViewModel.modelindex =
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pSeat->m_eViewModelL.modelindex = 0;
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}
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}
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NSRenderableEntity viewModel = (NSRenderableEntity)pSeat->m_eViewModelL;
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NSRenderableEntity viewModel = (NSRenderableEntity)pSeat->m_eViewModelL;
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viewModel._UpdateBoneCount();
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viewModel._UpdateBoneCount();
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viewModel = (NSRenderableEntity)pSeat->m_eViewModel;
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viewModel = (NSRenderableEntity)pSeat->m_eViewModel;
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