Thanks, that works great.

The problem I now have is that the weapon has a beam like tracer effect
(which I implemented as a new tracer in fx_hl2_tracers.cpp) which works
the same way as the other tracers, namely that it gets created starting
at the muzzle attachement of the weapon model.

This is obviously a problem when zoomed in as the model ends up in a
funny position in the first person view, so the tracer originates at a
weird position for the player that fires it.

I could manually adjust the start position vector, but the doing that
makes the tracer start at a funny position for everyone else in the
server (i.e. not attached to the end of the weapon).

Is there any way I can work around these issues to get the tracer to
look sensible? Is there any other way I could implement zooming?
Thanks!

Minh wrote:
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Can anyone point me in the right direction of how to either move the
player's weapon model when zoomed in, or to simply hide it? I've tried
things like setting the EF_NODRAW effect flag, but that prevents the
weapon from firing or receiving other input.
Thanks!



I think that's cuz you're setting the EF_NODRAW effect to the CWeaponSDKBase
object. What you want to do is set the EF_NODRAW flag to the Viewmodel
object..
You can get the player's view model by calling   CSDKPlayer->GetViewModel()

I have managed to succesfully use the ef_nodraw flag by applying it to the
viewmodel.

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