//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
RenderableTranslucencyType_t C_BaseViewModel::ComputeTranslucencyType( void )
{
	ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );

	// See if the local player wants to override the viewmodel's rendering
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( pPlayer && pPlayer->IsOverridingViewmodel() )
		return pPlayer->ComputeTranslucencyType();

	C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
	if ( pWeapon && pWeapon->IsOverridingViewmodel() )
		return pWeapon->ComputeTranslucencyType();

	return BaseClass::ComputeTranslucencyType();

}