disabled potentially broken weaponalpha functionality (black sprites)

This commit is contained in:
BotoX 2016-01-05 02:50:34 +01:00
parent 8fcbe6ab85
commit b579a38d89

View File

@ -42,6 +42,7 @@ new g_iWeaponDropHookID[MAXPLAYERS + 1] = {-1, ...};
*/ */
WeaponAlphaClientInit(client) WeaponAlphaClientInit(client)
{ {
return;
// Hook "Weapon_Drop" on client. // Hook "Weapon_Drop" on client.
#if defined USE_SDKHOOKS #if defined USE_SDKHOOKS
SDKHook(client, SDKHook_WeaponDrop, WeaponAlphaDrop); SDKHook(client, SDKHook_WeaponDrop, WeaponAlphaDrop);
@ -60,6 +61,7 @@ WeaponAlphaClientInit(client)
*/ */
WeaponAlphaOnClientDisconnect(client) WeaponAlphaOnClientDisconnect(client)
{ {
return;
// Unhook "Weapon_Drop" callback, and reset variable. // Unhook "Weapon_Drop" callback, and reset variable.
if (g_iWeaponDropHookID[client] != -1) if (g_iWeaponDropHookID[client] != -1)
{ {
@ -81,6 +83,7 @@ WeaponAlphaOnClientDisconnect(client)
*/ */
WeaponAlphaOnItemPickupPost(client, weapon) WeaponAlphaOnItemPickupPost(client, weapon)
{ {
return;
if (Entity_HasChildren(weapon)) if (Entity_HasChildren(weapon))
{ {
// Don't apply alpha value if weapon has children. Render mode is // Don't apply alpha value if weapon has children. Render mode is
@ -111,6 +114,7 @@ public Action:WeaponAlphaDrop(client, weapon)
public ZRTools_Action:WeaponAlphaDrop(client, weapon) public ZRTools_Action:WeaponAlphaDrop(client, weapon)
#endif #endif
{ {
return;
// If weapon isn't a valid entity, then stop. // If weapon isn't a valid entity, then stop.
if (weapon < MaxClients) if (weapon < MaxClients)
{ {
@ -128,6 +132,7 @@ public ZRTools_Action:WeaponAlphaDrop(client, weapon)
*/ */
WeaponAlphaOnClientAlphaChanged(client, alpha) WeaponAlphaOnClientAlphaChanged(client, alpha)
{ {
return;
// Set new alpha on weapons. // Set new alpha on weapons.
WeaponAlphaApplyWeaponAlpha(client, alpha); WeaponAlphaApplyWeaponAlpha(client, alpha);
} }
@ -141,6 +146,7 @@ WeaponAlphaOnClientAlphaChanged(client, alpha)
*/ */
WeaponAlphaApplyWeaponAlpha(entity, alpha) WeaponAlphaApplyWeaponAlpha(entity, alpha)
{ {
return;
if (entity > MaxClients) if (entity > MaxClients)
{ {
// Turn rendermode on, on the weapon. // Turn rendermode on, on the weapon.