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20 changes: 16 additions & 4 deletions src/game/client/neo/c_neo_player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -688,20 +688,20 @@ int C_NEO_Player::DrawModel(int flags)
bool inThermalVision = pTargetPlayer ? (pTargetPlayer->IsInVision() && pTargetPlayer->GetClass() == NEO_CLASS_SUPPORT) : false;

int ret = 0;
if (!IsCloaked() || inThermalVision)
if (!m_bInThermOpticCamo || inThermalVision)
{
ret |= BaseClass::DrawModel(flags);
}

if (IsCloaked() && !inThermalVision)
if (m_bInThermOpticCamo && !inThermalVision)
{
IMaterial* pass = materials->FindMaterial("models/player/toc", TEXTURE_GROUP_CLIENT_EFFECTS);
modelrender->ForcedMaterialOverride(pass);
ret |= BaseClass::DrawModel(flags);
modelrender->ForcedMaterialOverride(nullptr);
}

else if (inThermalVision && !IsCloaked())
else if (inThermalVision && !m_bInThermOpticCamo)
{
IMaterial* pass = materials->FindMaterial(NEO_THERMAL_MODEL_MATERIAL, TEXTURE_GROUP_MODEL);
modelrender->ForcedMaterialOverride(pass);
Expand Down Expand Up @@ -749,9 +749,21 @@ void C_NEO_Player::AddPoints(int score, bool bAllowNegativeScore, bool bIgnorePl
//pl.frags = m_iFrags; NEO TODO (Adam) Is this actually used anywhere? should we include a xp field in CPlayerState?
}

bool C_NEO_Player::IsCloaked() const
{
auto pTargetPlayer = C_NEO_Player::GetVisionTargetNEOPlayer();
if (!pTargetPlayer)
{
return m_bInThermOpticCamo;
}

bool inThermalVision = pTargetPlayer->IsInVision() && pTargetPlayer->GetClass() == NEO_CLASS_SUPPORT;
return m_bInThermOpticCamo && !inThermalVision;
}

ShadowType_t C_NEO_Player::ShadowCastType( void )
{
if (IsCloaked())
if (m_bInThermOpticCamo)
{
return SHADOWS_NONE;
}
Expand Down
2 changes: 1 addition & 1 deletion src/game/client/neo/c_neo_player.h
Original file line number Diff line number Diff line change
Expand Up @@ -162,7 +162,7 @@ class C_NEO_Player : public C_HL2MP_Player

C_NEOPredictedViewModel *GetNEOViewModel() { return static_cast<C_NEOPredictedViewModel*>(GetViewModel()); }

bool IsCloaked() const { return m_bInThermOpticCamo; }
bool IsCloaked() const;
float GetCloakFactor() const { return m_flTocFactor; }
bool IsAirborne() const { return (!(GetFlags() & FL_ONGROUND)); }
bool IsInVision() const { return m_bInVision; }
Expand Down
4 changes: 2 additions & 2 deletions src/game/shared/neo/weapons/weapon_neobasecombatweapon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1293,7 +1293,7 @@ int CNEOBaseCombatWeapon::DrawModel(int flags)
bool inThermalVision = pTargetPlayer->IsInVision() && pTargetPlayer->GetClass() == NEO_CLASS_SUPPORT;
int ret = 0;

if (inThermalVision && (!pOwner || (pOwner && !pOwner->IsCloaked())))
if (inThermalVision && (!pOwner || (pOwner && !pOwner->m_bInThermOpticCamo)))
{
IMaterial* pass = materials->FindMaterial("dev/thermal_weapon_model", TEXTURE_GROUP_MODEL);
modelrender->ForcedMaterialOverride(pass);
Expand All @@ -1302,7 +1302,7 @@ int CNEOBaseCombatWeapon::DrawModel(int flags)
return ret;
}

if ((pOwner && pOwner->IsCloaked()) && !inThermalVision)
if ((pOwner && pOwner->m_bInThermOpticCamo) && !inThermalVision)
{
IMaterial* pass = materials->FindMaterial("models/player/toc", TEXTURE_GROUP_CLIENT_EFFECTS);
modelrender->ForcedMaterialOverride(pass);
Expand Down
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