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https://github.com/ddnet/ddnet.git
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fix nameplate related indicators opacity
This commit is contained in:
parent
21410e5de2
commit
0db2f6243f
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@ -1,14 +1,14 @@
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/color.h>
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#include <engine/demo.h>
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#include <engine/graphics.h>
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#include <game/client/gameclient.h>
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#include <game/client/render.h>
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#include <game/generated/client_data.h>
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#include <game/generated/protocol.h>
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#include "damageind.h"
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#include <game/client/render.h>
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#include <game/client/gameclient.h>
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CDamageInd::CDamageInd()
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{
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@ -33,7 +33,7 @@ void CDamageInd::DestroyI(CDamageInd::CItem *pItem)
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*pItem = m_aItems[m_NumItems];
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}
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void CDamageInd::Create(vec2 Pos, vec2 Dir)
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void CDamageInd::Create(vec2 Pos, vec2 Dir, float Alpha)
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{
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CItem *pItem = CreateI();
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if(pItem)
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@ -42,6 +42,8 @@ void CDamageInd::Create(vec2 Pos, vec2 Dir)
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pItem->m_StartTime = LocalTime();
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pItem->m_Dir = Dir * -1;
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pItem->m_StartAngle = -random_angle();
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pItem->m_Color = ColorRGBA(1.0f, 1.0f, 1.0f, Alpha);
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pItem->m_StartAlpha = Alpha;
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}
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}
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@ -71,7 +73,11 @@ void CDamageInd::OnRender()
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else
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{
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vec2 Pos = mix(m_aItems[i].m_Pos + m_aItems[i].m_Dir * 75.0f, m_aItems[i].m_Pos, clamp((Life - 0.60f) / 0.15f, 0.0f, 1.0f));
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, Life / 0.1f);
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ColorRGBA Color = m_aItems[i].m_Color;
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float LifeAlpha = Life / 0.1f;
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Color.a = m_aItems[i].m_StartAlpha * LifeAlpha;
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Graphics()->SetColor(Color);
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Graphics()->QuadsSetRotation(m_aItems[i].m_StartAngle + Life * 2.0f);
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Graphics()->RenderQuadContainerAsSprite(m_DmgIndQuadContainerIndex, 0, Pos.x, Pos.y);
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i++;
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@ -2,6 +2,7 @@
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_DAMAGEIND_H
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#define GAME_CLIENT_COMPONENTS_DAMAGEIND_H
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#include <base/color.h>
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#include <base/vmath.h>
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#include <game/client/component.h>
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@ -14,6 +15,8 @@ class CDamageInd : public CComponent
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vec2 m_Dir;
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float m_StartTime;
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float m_StartAngle;
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ColorRGBA m_Color;
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float m_StartAlpha;
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};
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enum
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@ -33,7 +36,7 @@ public:
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CDamageInd();
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virtual int Sizeof() const override { return sizeof(*this); }
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void Create(vec2 Pos, vec2 Dir);
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void Create(vec2 Pos, vec2 Dir, float Alpha);
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void Reset();
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virtual void OnRender() override;
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virtual void OnInit() override;
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@ -22,7 +22,7 @@ CEffects::CEffects()
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m_Add100hz = false;
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}
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void CEffects::AirJump(vec2 Pos)
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void CEffects::AirJump(vec2 Pos, float Alpha)
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{
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CParticle p;
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p.SetDefault();
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@ -37,6 +37,8 @@ void CEffects::AirJump(vec2 Pos)
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p.m_Gravity = 500;
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p.m_Friction = 0.7f;
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p.m_FlowAffected = 0.0f;
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p.m_Color.a = Alpha;
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
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p.m_Pos = Pos + vec2(6.0f, 16.0f);
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@ -46,9 +48,9 @@ void CEffects::AirJump(vec2 Pos)
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m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, Pos);
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}
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void CEffects::DamageIndicator(vec2 Pos, vec2 Dir)
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void CEffects::DamageIndicator(vec2 Pos, vec2 Dir, float Alpha)
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{
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m_pClient->m_DamageInd.Create(Pos, Dir);
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m_pClient->m_DamageInd.Create(Pos, Dir, Alpha);
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}
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void CEffects::ResetDamageIndicator()
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@ -56,7 +58,7 @@ void CEffects::ResetDamageIndicator()
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m_pClient->m_DamageInd.Reset();
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}
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void CEffects::PowerupShine(vec2 Pos, vec2 Size)
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void CEffects::PowerupShine(vec2 Pos, vec2 Size, float Alpha)
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{
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if(!m_Add50hz)
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return;
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@ -74,10 +76,12 @@ void CEffects::PowerupShine(vec2 Pos, vec2 Size)
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p.m_Gravity = 500;
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p.m_Friction = 0.9f;
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p.m_FlowAffected = 0.0f;
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p.m_Color.a = Alpha;
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
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}
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void CEffects::FreezingFlakes(vec2 Pos, vec2 Size)
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void CEffects::FreezingFlakes(vec2 Pos, vec2 Size, float Alpha)
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{
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if(!m_Add5hz)
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return;
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@ -99,6 +103,8 @@ void CEffects::FreezingFlakes(vec2 Pos, vec2 Size)
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p.m_Friction = 0.9f;
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p.m_FlowAffected = 0.0f;
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p.m_Collides = false;
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p.m_Color.a = Alpha;
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_EXTRA, &p);
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}
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@ -117,11 +123,12 @@ void CEffects::SmokeTrail(vec2 Pos, vec2 Vel, float Alpha, float TimePassed)
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p.m_EndSize = 0;
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p.m_Friction = 0.7f;
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p.m_Gravity = random_float(-500.0f);
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p.m_Color.a *= Alpha;
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p.m_Color.a = Alpha;
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_PROJECTILE_TRAIL, &p, TimePassed);
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}
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void CEffects::SkidTrail(vec2 Pos, vec2 Vel)
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void CEffects::SkidTrail(vec2 Pos, vec2 Vel, float Alpha)
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{
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if(!m_Add100hz)
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return;
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@ -136,7 +143,8 @@ void CEffects::SkidTrail(vec2 Pos, vec2 Vel)
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p.m_EndSize = 0;
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p.m_Friction = 0.7f;
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p.m_Gravity = random_float(-500.0f);
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p.m_Color = ColorRGBA(0.75f, 0.75f, 0.75f, 1.0f);
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p.m_Color = ColorRGBA(0.75f, 0.75f, 0.75f, Alpha);
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
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}
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@ -154,10 +162,11 @@ void CEffects::BulletTrail(vec2 Pos, float Alpha, float TimePassed)
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p.m_EndSize = 0;
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p.m_Friction = 0.7f;
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p.m_Color.a *= Alpha;
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_PROJECTILE_TRAIL, &p, TimePassed);
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}
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void CEffects::PlayerSpawn(vec2 Pos)
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void CEffects::PlayerSpawn(vec2 Pos, float Alpha)
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{
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for(int i = 0; i < 32; i++)
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{
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@ -173,14 +182,15 @@ void CEffects::PlayerSpawn(vec2 Pos)
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p.m_Rotspeed = random_float();
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p.m_Gravity = random_float(-400.0f);
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p.m_Friction = 0.7f;
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p.m_Color = ColorRGBA(0xb5 / 255.0f, 0x50 / 255.0f, 0xcb / 255.0f, 1.0f);
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p.m_Color = ColorRGBA(0xb5 / 255.0f, 0x50 / 255.0f, 0xcb / 255.0f, Alpha);
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
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}
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if(g_Config.m_SndGame)
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m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SPAWN, 1.0f, Pos);
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}
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void CEffects::PlayerDeath(vec2 Pos, int ClientID)
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void CEffects::PlayerDeath(vec2 Pos, int ClientID, float Alpha)
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{
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ColorRGBA BloodColor(1.0f, 1.0f, 1.0f);
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@ -215,12 +225,13 @@ void CEffects::PlayerDeath(vec2 Pos, int ClientID)
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p.m_Gravity = 800.0f;
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p.m_Friction = 0.8f;
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ColorRGBA c = BloodColor.v4() * random_float(0.75f, 1.0f);
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p.m_Color = ColorRGBA(c.r, c.g, c.b, 0.75f);
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p.m_Color = ColorRGBA(c.r, c.g, c.b, 0.75f * Alpha);
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
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}
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}
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void CEffects::Explosion(vec2 Pos)
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void CEffects::Explosion(vec2 Pos, float Alpha)
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{
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// add to flow
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for(int y = -8; y <= 8; y++)
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@ -242,6 +253,8 @@ void CEffects::Explosion(vec2 Pos)
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p.m_StartSize = 150.0f;
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p.m_EndSize = 0;
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p.m_Rot = random_angle();
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p.m_Color.a = Alpha;
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p);
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// add the smoke
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@ -257,11 +270,13 @@ void CEffects::Explosion(vec2 Pos)
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p.m_Gravity = random_float(-800.0f);
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p.m_Friction = 0.4f;
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p.m_Color = mix(vec4(0.75f, 0.75f, 0.75f, 1.0f), vec4(0.5f, 0.5f, 0.5f, 1.0f), random_float());
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p.m_Color.a *= Alpha;
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p.m_StartAlpha = p.m_Color.a;
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
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}
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}
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void CEffects::HammerHit(vec2 Pos)
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void CEffects::HammerHit(vec2 Pos, float Alpha)
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{
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// add the explosion
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CParticle p;
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@ -272,6 +287,8 @@ void CEffects::HammerHit(vec2 Pos)
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p.m_StartSize = 120.0f;
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p.m_EndSize = 0;
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p.m_Rot = random_angle();
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p.m_Color.a = Alpha;
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p.m_StartAlpha = Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p);
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if(g_Config.m_SndGame)
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m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_HAMMER_HIT, 1.0f, Pos);
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@ -18,16 +18,16 @@ public:
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void BulletTrail(vec2 Pos, float Alpha = 1.f, float TimePassed = 0.f);
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void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha = 1.f, float TimePassed = 0.f);
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void SkidTrail(vec2 Pos, vec2 Vel);
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void Explosion(vec2 Pos);
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void HammerHit(vec2 Pos);
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void AirJump(vec2 Pos);
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void DamageIndicator(vec2 Pos, vec2 Dir);
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void SkidTrail(vec2 Pos, vec2 Vel, float Alpha = 1.0f);
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void Explosion(vec2 Pos, float Alpha = 1.0f);
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void HammerHit(vec2 Pos, float Alpha = 1.0f);
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void AirJump(vec2 Pos, float Alpha = 1.0f);
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void DamageIndicator(vec2 Pos, vec2 Dir, float Alpha = 1.0f);
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void ResetDamageIndicator();
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void PlayerSpawn(vec2 Pos);
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void PlayerDeath(vec2 Pos, int ClientID);
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void PowerupShine(vec2 Pos, vec2 Size);
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void FreezingFlakes(vec2 Pos, vec2 Size);
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void PlayerSpawn(vec2 Pos, float Alpha = 1.0f);
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void PlayerDeath(vec2 Pos, int ClientID, float Alpha = 1.0f);
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void PowerupShine(vec2 Pos, vec2 Size, float Alpha = 1.0f);
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void FreezingFlakes(vec2 Pos, vec2 Size, float Alpha = 1.0f);
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void Update();
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};
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@ -162,7 +162,7 @@ void CItems::RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCu
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else if(pCurrent->m_Type == POWERUP_NINJA)
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{
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QuadOffset = m_PickupNinjaOffset;
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m_pClient->m_Effects.PowerupShine(Pos, vec2(96, 18));
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m_pClient->m_Effects.PowerupShine(Pos, vec2(96, 18), 1.0f);
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Pos.x -= 10.0f;
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Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpritePickupNinja);
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}
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@ -176,7 +176,17 @@ void CNamePlates::RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pP
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{
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YOffset -= FontSize;
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char aFriendMark[] = "♥";
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TextRender()->TextColor(ColorRGBA(1.0f, 0.0f, 0.0f));
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ColorRGBA Color;
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if(OtherTeam && !ForceAlpha)
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Color = ColorRGBA(1.0f, 0.0f, 0.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
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else
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Color = ColorRGBA(1.0f, 0.0f, 0.0f, a);
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Color.a *= Alpha;
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TextRender()->TextColor(Color);
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float XOffSet = TextRender()->TextWidth(FontSize, aFriendMark, -1, -1.0f) / 2.0f;
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TextRender()->Text(Position.x - XOffSet, YOffset, FontSize, aFriendMark, -1.0f);
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}
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@ -221,6 +231,17 @@ void CNamePlates::RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pP
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StrongWeakStatusColor = color_cast<ColorRGBA>(ColorHSLA(41131));
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StrongWeakSpriteID = SPRITE_HOOK_WEAK;
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}
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float ClampedAlpha = 1;
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if(g_Config.m_ClNameplatesAlways == 0)
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ClampedAlpha = clamp(1 - std::pow(distance(m_pClient->m_Controls.m_aTargetPos[g_Config.m_ClDummy], Position) / 200.0f, 16.0f), 0.0f, 1.0f);
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if(OtherTeam && !ForceAlpha)
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StrongWeakStatusColor.a = g_Config.m_ClShowOthersAlpha / 100.0f;
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else
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StrongWeakStatusColor.a = ClampedAlpha;
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StrongWeakStatusColor.a *= Alpha;
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Graphics()->SetColor(StrongWeakStatusColor);
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RenderTools()->SelectSprite(StrongWeakSpriteID);
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RenderTools()->GetSpriteScale(StrongWeakSpriteID, ScaleX, ScaleY);
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@ -462,7 +462,8 @@ void CPlayers::RenderPlayer(
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m_pClient->m_Effects.SkidTrail(
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Position + vec2(-Player.m_Direction * 6, 12),
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vec2(-Player.m_Direction * 100 * length(Vel), -50));
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vec2(-Player.m_Direction * 100 * length(Vel), -50),
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Alpha);
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}
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// draw gun
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@ -521,12 +522,12 @@ void CPlayers::RenderPlayer(
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{
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Graphics()->QuadsSetRotation(-pi / 2 - State.GetAttach()->m_Angle * pi * 2);
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WeaponPosition.x -= g_pData->m_Weapons.m_aId[CurrentWeapon].m_Offsetx;
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m_pClient->m_Effects.PowerupShine(WeaponPosition + vec2(32, 0), vec2(32, 12));
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m_pClient->m_Effects.PowerupShine(WeaponPosition + vec2(32, 0), vec2(32, 12), Alpha);
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}
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else
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{
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Graphics()->QuadsSetRotation(-pi / 2 + State.GetAttach()->m_Angle * pi * 2);
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m_pClient->m_Effects.PowerupShine(WeaponPosition - vec2(32, 0), vec2(32, 12));
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m_pClient->m_Effects.PowerupShine(WeaponPosition - vec2(32, 0), vec2(32, 12), Alpha);
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}
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Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, WeaponPosition.x, WeaponPosition.y);
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@ -669,7 +670,7 @@ void CPlayers::RenderPlayer(
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vec2 BodyPos = Position + vec2(State.GetBody()->m_X, State.GetBody()->m_Y) * TeeAnimScale;
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if(RenderInfo.m_TeeRenderFlags & TEE_EFFECT_FROZEN)
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{
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GameClient()->m_Effects.FreezingFlakes(BodyPos, vec2(32, 32));
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GameClient()->m_Effects.FreezingFlakes(BodyPos, vec2(32, 32), Alpha);
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}
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int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2;
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@ -936,30 +936,33 @@ void CGameClient::ProcessEvents()
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IClient::CSnapItem Item;
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const void *pData = Client()->SnapGetItem(SnapType, Index, &Item);
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// We don't have enough info about us, others, to know a correct alpha value.
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float Alpha = 1.0f;
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if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
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{
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CNetEvent_DamageInd *pEvent = (CNetEvent_DamageInd *)pData;
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m_Effects.DamageIndicator(vec2(pEvent->m_X, pEvent->m_Y), direction(pEvent->m_Angle / 256.0f));
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m_Effects.DamageIndicator(vec2(pEvent->m_X, pEvent->m_Y), direction(pEvent->m_Angle / 256.0f), Alpha);
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}
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else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
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{
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CNetEvent_Explosion *pEvent = (CNetEvent_Explosion *)pData;
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m_Effects.Explosion(vec2(pEvent->m_X, pEvent->m_Y));
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m_Effects.Explosion(vec2(pEvent->m_X, pEvent->m_Y), Alpha);
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}
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else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
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{
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||||
CNetEvent_HammerHit *pEvent = (CNetEvent_HammerHit *)pData;
|
||||
m_Effects.HammerHit(vec2(pEvent->m_X, pEvent->m_Y));
|
||||
m_Effects.HammerHit(vec2(pEvent->m_X, pEvent->m_Y), Alpha);
|
||||
}
|
||||
else if(Item.m_Type == NETEVENTTYPE_SPAWN)
|
||||
{
|
||||
CNetEvent_Spawn *pEvent = (CNetEvent_Spawn *)pData;
|
||||
m_Effects.PlayerSpawn(vec2(pEvent->m_X, pEvent->m_Y));
|
||||
m_Effects.PlayerSpawn(vec2(pEvent->m_X, pEvent->m_Y), Alpha);
|
||||
}
|
||||
else if(Item.m_Type == NETEVENTTYPE_DEATH)
|
||||
{
|
||||
CNetEvent_Death *pEvent = (CNetEvent_Death *)pData;
|
||||
m_Effects.PlayerDeath(vec2(pEvent->m_X, pEvent->m_Y), pEvent->m_ClientID);
|
||||
m_Effects.PlayerDeath(vec2(pEvent->m_X, pEvent->m_Y), pEvent->m_ClientID, Alpha);
|
||||
}
|
||||
else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
|
||||
{
|
||||
|
@ -1704,6 +1707,8 @@ void CGameClient::OnNewSnapshot()
|
|||
for(auto &pComponent : m_vpAll)
|
||||
pComponent->OnNewSnapshot();
|
||||
|
||||
float Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
|
||||
|
||||
// detect air jump for other players
|
||||
for(int i = 0; i < MAX_CLIENTS; i++)
|
||||
if(m_Snap.m_aCharacters[i].m_Active && (m_Snap.m_aCharacters[i].m_Cur.m_Jumped & 2) && !(m_Snap.m_aCharacters[i].m_Prev.m_Jumped & 2))
|
||||
|
@ -1712,7 +1717,7 @@ void CGameClient::OnNewSnapshot()
|
|||
vec2 Pos = mix(vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
|
||||
vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
|
||||
Client()->IntraGameTick(g_Config.m_ClDummy));
|
||||
m_Effects.AirJump(Pos);
|
||||
m_Effects.AirJump(Pos, Alpha);
|
||||
}
|
||||
|
||||
static int PrevLocalID = -1;
|
||||
|
@ -1845,7 +1850,7 @@ void CGameClient::OnPredict()
|
|||
int Events = pLocalChar->Core()->m_TriggeredEvents;
|
||||
if(g_Config.m_ClPredict && !m_SuppressEvents)
|
||||
if(Events & COREEVENT_AIR_JUMP)
|
||||
m_Effects.AirJump(Pos);
|
||||
m_Effects.AirJump(Pos, 1.0f);
|
||||
if(g_Config.m_SndGame && !m_SuppressEvents)
|
||||
{
|
||||
if(Events & COREEVENT_GROUND_JUMP)
|
||||
|
@ -1865,7 +1870,7 @@ void CGameClient::OnPredict()
|
|||
int Events = pDummyChar->Core()->m_TriggeredEvents;
|
||||
if(g_Config.m_ClPredict && !m_SuppressEvents)
|
||||
if(Events & COREEVENT_AIR_JUMP)
|
||||
m_Effects.AirJump(Pos);
|
||||
m_Effects.AirJump(Pos, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue