First Person Shooter Gun Troubles

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Oh, I see. Well, there are two approaches to the problem. The simpler one is to use EntityOrder to make sure the gun always draws last (and thus on top of the rest of your scenery. If it works this solution is @#!* easy, but the problem is that EntityOrder turns of z-buffering for that entity, so the rendering may look weird in terms of overlapping polygons. If that is the case, you can either re-design your weapon to solve the problem, or you can render the weapon as a separate pass on top of the main render.