Code:
//Weapon shader
if(pEnt->iWeaponID && CG_GetWeaponInfo(pEnt->iWeaponID)->pWeapon2)
{
int iWpnWidth=(int)DistanceBox(pRefDef->vViewOrg,pEnt->vOrigin,280);
int iWpnHeight=(int)DistanceBox(pRefDef->vViewOrg,pEnt->vOrigin,140);
if(iWpnWidth>80) iWpnWidth=80;
if(iWpnHeight>40) iWpnHeight=40;
if(iWpnWidth<50) iWpnWidth=50;
if(iWpnHeight<25) iWpnHeight=25;
DrawRotatedShader(false,x-iWpnWidth/2,y,iWpnWidth,iWpnHeight,0,rgb(clrTeam.r,clrTeam.g,clrTeam.b,200),CG_GetWeaponInfo(pEnt->iWeaponID)->pWeapon2->pShader);
}
Code:
//Weapon
if(pEnt->iWeaponID && CG_GetWeaponInfo(pEnt->iWeaponID)->szName)
DrawEngineString(true,x,&y,rgb(255,255,255),CG_GetWeaponInfo(pEnt->iWeaponID)->szWeaponName);