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| author | salmonik <salmonik@tuta.io> | 2026-11-04 18:17:55 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-11-04 18:17:55 +0100 |
| commit | 892329ec78acf4d4d63749e8c248227aabc2aded (patch) | |
| tree | 187490c992e028221599e43d1846399c4c34462d /src/menu.cpp | |
| parent | Chams: exact material styles, GUI dropdown, viewmodel hookup (diff) | |
| download | hl2h-892329ec78acf4d4d63749e8c248227aabc2aded.tar.gz hl2h-892329ec78acf4d4d63749e8c248227aabc2aded.zip | |
Chams: model-safe styles and a dedicated viewmodel material
VGUI/white materials do not draw skinned models, so every viewmodel style
except the model debug one made the hands/weapon disappear. Use model debug
materials for all styles: wireframe, additive vertex colour, translucent
single colour, translucent vertex colour, MRM fullbright. The viewmodel
always uses debug/debugtranslucentsinglecolor. A missing style now falls back
to that material instead of vgui/white.
Diffstat (limited to 'src/menu.cpp')
| -rw-r--r-- | src/menu.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/menu.cpp b/src/menu.cpp index 4f22d39..376a779 100644 --- a/src/menu.cpp +++ b/src/menu.cpp | |||
| @@ -402,7 +402,7 @@ static bool config_load() { | |||
| 402 | else if (strcmp(key, "material") == 0) { | 402 | else if (strcmp(key, "material") == 0) { |
| 403 | int v = atoi(val); | 403 | int v = atoi(val); |
| 404 | if (v < 0) v = 0; | 404 | if (v < 0) v = 0; |
| 405 | if (v > 4) v = 4; | 405 | if (v > 5) v = 5; |
| 406 | g_chams_mat_index = v; | 406 | g_chams_mat_index = v; |
| 407 | } else if (strcmp(key, "r") == 0 || strcmp(key, "g") == 0 || | 407 | } else if (strcmp(key, "r") == 0 || strcmp(key, "g") == 0 || |
| 408 | strcmp(key, "b") == 0) { | 408 | strcmp(key, "b") == 0) { |
