diff --git a/docs/reference.xml b/docs/reference.xml
index eeb36409..aa0ba9d7 100644
--- a/docs/reference.xml
+++ b/docs/reference.xml
@@ -4756,7 +4756,7 @@ Output:
-
+
Turns on/off the display of the hudgun while spectating a player in first-person view. Works in demo mode as well.
diff --git a/source/src/rendergl.cpp b/source/src/rendergl.cpp
index e2d91d5c..da232808 100644
--- a/source/src/rendergl.cpp
+++ b/source/src/rendergl.cpp
@@ -797,21 +797,21 @@ void drawminimap(int w, int h)
camera1->type = ENT_CAMERA;
camera1->o.x = mapdims[0] + mapdims[4]/2.0f;
camera1->o.y = mapdims[1] + mapdims[5]/2.0f;
-
+
//float gdim = max(mapdims[4], mapdims[5])+2.0f; //make 1 cube smaller to give it a black edge
float gdim = max(mapdims[4], mapdims[5]); //no border
-
+
if(!gdim) gdim = ssize/2.0f;
camera1->o.z = mapdims[7] + 1;
camera1->pitch = -90;
camera1->yaw = 0;
-
- //float orthd = 2 + gdim/2;
+
+ //float orthd = 2 + gdim/2;
//glViewport(2, 2, size-4, size-4); // !not wsize here
-
- float orthd = gdim/2.0f;
+
+ float orthd = gdim/2.0f;
glViewport(0, 0, size, size); // !not wsize here
-
+
glClearDepth(0.0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // stencil added 2010jul22
@@ -838,7 +838,7 @@ void drawminimap(int w, int h)
resettmu(0);
float hf = hdr.waterlevel-0.3f;
renderwater(hf, 0, 0);
-
+
//draw a black border to prevent the minimap texture edges from bleeding in radarview
GLfloat prevLineWidth;
glGetFloatv(GL_LINE_WIDTH, &prevLineWidth);
@@ -853,7 +853,7 @@ void drawminimap(int w, int h)
glEnd();
glLineWidth(prevLineWidth);
glEnable(GL_BLEND);
-
+
camera1 = oldcam;
minimap = false;
glBindTexture(GL_TEXTURE_2D, minimaptex);
@@ -893,7 +893,7 @@ void resetzone()
int xtraverts;
VARP(hudgun, 0, 1, 1);
-VARP(spechudgun, 0, 1, 1);
+VARP(specthudgun, 0, 1, 1);
void setperspective(float fovy, float aspect, float nearplane, float farplane)
{
@@ -928,7 +928,7 @@ void drawhudgun(int w, int h, float aspect, int farplane)
{
sethudgunperspective(true);
- if(hudgun && (spechudgun || !player1->isspectating()) && camera1->type==ENT_PLAYER)
+ if(hudgun && (specthudgun || !player1->isspectating()) && camera1->type==ENT_PLAYER)
{
playerent *p = (playerent *)camera1;
if(p->state==CS_ALIVE) p->weaponsel->renderhudmodel();
diff --git a/source/src/rendermodel.cpp b/source/src/rendermodel.cpp
index 74840ea8..565bc32d 100644
--- a/source/src/rendermodel.cpp
+++ b/source/src/rendermodel.cpp
@@ -632,8 +632,6 @@ void renderclient(playerent *d, const char *mdlname, const char *vwepname, int t
numattach++;
}
}
- // FIXME: while networked my state as spectator seems to stay CS_DEAD, not CS_SPECTATE
- // flowtron: I fixed this for following at least (see followplayer())
if(player1->isspectating() && d->clientnum == player1->followplayercn && player1->spectatemode == SM_FOLLOW3RD_TRANSPARENT)
{
anim |= ANIM_TRANSLUCENT; // see through followed player