2022-03-25 11:54:11 +00:00
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#include <game/client/gameclient.h>
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#include "freezebars.h"
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void CFreezeBars::RenderFreezeBar(const int ClientID)
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{
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const float FreezeBarWidth = 64.0f;
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const float FreezeBarHalfWidth = 32.0f;
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2022-03-28 16:28:43 +00:00
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const float FreezeBarHight = 32.0f;
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2022-03-25 11:54:11 +00:00
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2022-03-27 16:18:53 +00:00
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// pCharacter contains the predicted character for local players or the last snap for players who are spectated
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CCharacterCore *pCharacter = &m_pClient->m_aClients[ClientID].m_Predicted;
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const float PhysSize = 28.0f;
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bool Grounded = false;
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if(Collision()->CheckPoint(pCharacter->m_Pos.x + PhysSize / 2, pCharacter->m_Pos.y + PhysSize / 2 + 5))
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Grounded = true;
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if(Collision()->CheckPoint(pCharacter->m_Pos.x - PhysSize / 2, pCharacter->m_Pos.y + PhysSize / 2 + 5))
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Grounded = true;
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if(pCharacter->m_FreezeEnd <= 0.0f || !m_pClient->m_Snap.m_aCharacters[ClientID].m_HasExtendedDisplayInfo || (pCharacter->m_IsInFreeze && Grounded))
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2022-03-25 11:54:11 +00:00
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{
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return;
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}
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2022-03-27 16:18:53 +00:00
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const int Max = pCharacter->m_FreezeEnd - pCharacter->m_FreezeTick;
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float FreezeProgress = clamp(Max - (Client()->GameTick(g_Config.m_ClDummy) - pCharacter->m_FreezeTick), 0, Max) / (float)Max;
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2022-03-25 11:54:11 +00:00
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if(FreezeProgress <= 0.0f)
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{
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return;
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}
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2022-03-27 16:18:53 +00:00
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vec2 Position = m_pClient->m_aClients[ClientID].m_RenderPos;
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2022-03-25 11:54:11 +00:00
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Position.x -= FreezeBarHalfWidth;
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Position.y += 32;
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float Alpha = m_pClient->IsOtherTeam(ClientID) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f;
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m_pClient->m_Hud.RenderProgressBar(Position.x, Position.y, FreezeBarWidth, FreezeBarHight, FreezeProgress, Alpha);
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}
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2022-03-27 16:18:53 +00:00
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inline bool CFreezeBars::IsPlayerInfoAvailable(int ClientID) const
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{
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const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, ClientID);
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const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, ClientID);
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return pPrevInfo && pInfo;
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}
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2022-03-25 11:54:11 +00:00
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void CFreezeBars::OnRender()
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{
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// get screen edges to avoid rendering offscreen
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float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
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Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
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// expand the edges to prevent popping in/out onscreen
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//
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// it is assumed that the tee with the freeze bar fit into a 240x240 box centered on the tee
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// this may need to be changed or calculated differently in the future
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float BorderBuffer = 120;
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ScreenX0 -= BorderBuffer;
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ScreenX1 += BorderBuffer;
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ScreenY0 -= BorderBuffer;
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ScreenY1 += BorderBuffer;
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int LocalClientID = m_pClient->m_Snap.m_LocalClientID;
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// render everyone else's freeze bar, then our own
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for(int ClientID = 0; ClientID < MAX_CLIENTS; ClientID++)
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{
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2022-03-27 16:18:53 +00:00
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if(ClientID == LocalClientID || !m_pClient->m_Snap.m_aCharacters[ClientID].m_Active || !IsPlayerInfoAvailable(ClientID))
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2022-03-25 11:54:11 +00:00
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{
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continue;
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}
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//don't render if the tee is offscreen
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vec2 *pRenderPos = &m_pClient->m_aClients[ClientID].m_RenderPos;
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if(pRenderPos->x < ScreenX0 || pRenderPos->x > ScreenX1 || pRenderPos->y < ScreenY0 || pRenderPos->y > ScreenY1)
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{
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continue;
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}
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RenderFreezeBar(ClientID);
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}
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2022-03-27 16:18:53 +00:00
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if(LocalClientID != -1 && m_pClient->m_Snap.m_aCharacters[LocalClientID].m_Active && IsPlayerInfoAvailable(LocalClientID))
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2022-03-25 11:54:11 +00:00
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{
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RenderFreezeBar(LocalClientID);
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}
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}
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