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//-----------------------------------------------------------------------------
// Purpose:
// Input : *pObject -
//-----------------------------------------------------------------------------
bool CWeaponPhysCannon::AttachObject( CBaseEntity *pObject, const Vector &vPosition )
{
...
...
...
// make it 50% transparent - MoD
pObject->m_nRenderMode = kRenderTransColor;
pObject->SetRenderColor( 255, 255, 255, 128 );
pObject->m_nRenderFX = kRenderFxNone; ;
return true;
}
void CWeaponPhysCannon::DetachObject( bool playSound, bool wasLaunched )
{
...
...
...
// MoD - make it visible again
pObject->m_nRenderMode = kRenderNormal;
pObject->SetRenderColor( 255, 255, 255, 255 );
pObject->m_nRenderFX = kRenderFxNone; ;
}