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Diffstat (limited to 'mp/src/game/client/hl2/hud_weaponselection.cpp')
-rw-r--r--mp/src/game/client/hl2/hud_weaponselection.cpp18
1 files changed, 16 insertions, 2 deletions
diff --git a/mp/src/game/client/hl2/hud_weaponselection.cpp b/mp/src/game/client/hl2/hud_weaponselection.cpp
index 3d857e99..9d223169 100644
--- a/mp/src/game/client/hl2/hud_weaponselection.cpp
+++ b/mp/src/game/client/hl2/hud_weaponselection.cpp
@@ -451,6 +451,17 @@ void CHudWeaponSelection::Paint()
if ( !pSelectedWeapon )
return;
+ bool bPushedViewport = false;
+ if( hud_fastswitch.GetInt() == HUDTYPE_FASTSWITCH || hud_fastswitch.GetInt() == HUDTYPE_PLUS )
+ {
+ CMatRenderContextPtr pRenderContext( materials );
+ if( pRenderContext->GetRenderTarget() )
+ {
+ surface()->PushFullscreenViewport();
+ bPushedViewport = true;
+ }
+ }
+
// interpolate the selected box size between the small box size and the large box size
// interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size
float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime);
@@ -727,6 +738,11 @@ void CHudWeaponSelection::Paint()
}
break;
}
+
+ if( bPushedViewport )
+ {
+ surface()->PopFullscreenViewport();
+ }
}
@@ -1025,8 +1041,6 @@ void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
{
SetBounds( x, y, screenWide - x, screenTall - y );
}
-
- SetForceStereoRenderToFrameBuffer( true );
}
//-----------------------------------------------------------------------------