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HUD rendering bug fixes

This commit is contained in:
Jack Andersen
2018-01-05 20:50:42 -10:00
parent a78c4c6b36
commit 168fab6b14
47 changed files with 254 additions and 120 deletions

View File

@@ -2481,7 +2481,7 @@ void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, co
beamFlags.x4_color = zeus::CColor::lerp(zeus::CColor::skWhite, zeus::CColor::skBlack, x39c_phazonMorphT);
const CGameCamera* cam = mgr.GetCameraManager()->GetCurrentCamera(mgr);
CGraphics::SetDepthRange(0.03125f, 0.125f);
CGraphics::SetDepthRange(DEPTH_GUN, DEPTH_WORLD);
zeus::CTransform offsetWorldXf = zeus::CTransform::Translate(pos) * x4a8_gunWorldXf;
zeus::CTransform elbowOffsetXf = offsetWorldXf * x508_elbowLocalXf;
if (x32c_chargePhase != EChargePhase::NotCharging && (x2f8_stateFlags & 0x10) != 0x10)
@@ -2568,7 +2568,7 @@ void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, co
RenderEnergyDrainEffects(mgr);
CGraphics::SetDepthRange(0.125f, 1.f);
CGraphics::SetDepthRange(DEPTH_WORLD, DEPTH_FAR);
CGraphics::SetProjectionState(projState);
}