mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-15 04:28:20 +00:00
Merge pull request #9230 from ChillerDragon/pr_no_weapon
Make the client able to have tee's without weapons
This commit is contained in:
commit
0ebfa4802d
|
@ -199,7 +199,7 @@ Objects = [
|
||||||
NetIntRange("m_Health", 0, 10),
|
NetIntRange("m_Health", 0, 10),
|
||||||
NetIntRange("m_Armor", 0, 10),
|
NetIntRange("m_Armor", 0, 10),
|
||||||
NetIntRange("m_AmmoCount", 0, 10),
|
NetIntRange("m_AmmoCount", 0, 10),
|
||||||
NetIntRange("m_Weapon", 0, 'NUM_WEAPONS-1'),
|
NetIntRange("m_Weapon", -1, 'NUM_WEAPONS-1'),
|
||||||
NetIntRange("m_Emote", 0, len(Emotes)),
|
NetIntRange("m_Emote", 0, len(Emotes)),
|
||||||
NetIntRange("m_AttackTick", 0, 'max_int'),
|
NetIntRange("m_AttackTick", 0, 'max_int'),
|
||||||
]),
|
]),
|
||||||
|
|
|
@ -166,7 +166,7 @@ Objects = [
|
||||||
NetIntRange("m_Health", 0, 10),
|
NetIntRange("m_Health", 0, 10),
|
||||||
NetIntRange("m_Armor", 0, 10),
|
NetIntRange("m_Armor", 0, 10),
|
||||||
NetIntAny("m_AmmoCount"),
|
NetIntAny("m_AmmoCount"),
|
||||||
NetIntRange("m_Weapon", 0, 'NUM_WEAPONS-1'),
|
NetIntRange("m_Weapon", -1, 'NUM_WEAPONS-1'),
|
||||||
NetEnum("m_Emote", Emotes),
|
NetEnum("m_Emote", Emotes),
|
||||||
NetTick("m_AttackTick"),
|
NetTick("m_AttackTick"),
|
||||||
NetFlag("m_TriggeredEvents", CoreEventFlags),
|
NetFlag("m_TriggeredEvents", CoreEventFlags),
|
||||||
|
|
|
@ -174,7 +174,7 @@ void CControls::OnMessage(int Msg, void *pRawMsg)
|
||||||
if(g_Config.m_ClAutoswitchWeapons)
|
if(g_Config.m_ClAutoswitchWeapons)
|
||||||
m_aInputData[g_Config.m_ClDummy].m_WantedWeapon = pMsg->m_Weapon + 1;
|
m_aInputData[g_Config.m_ClDummy].m_WantedWeapon = pMsg->m_Weapon + 1;
|
||||||
// We don't really know ammo count, until we'll switch to that weapon, but any non-zero count will suffice here
|
// We don't really know ammo count, until we'll switch to that weapon, but any non-zero count will suffice here
|
||||||
m_aAmmoCount[pMsg->m_Weapon % NUM_WEAPONS] = 10;
|
m_aAmmoCount[maximum(0, pMsg->m_Weapon % NUM_WEAPONS)] = 10;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -334,7 +334,7 @@ void CControls::OnRender()
|
||||||
if(g_Config.m_ClAutoswitchWeaponsOutOfAmmo && !GameClient()->m_GameInfo.m_UnlimitedAmmo && m_pClient->m_Snap.m_pLocalCharacter)
|
if(g_Config.m_ClAutoswitchWeaponsOutOfAmmo && !GameClient()->m_GameInfo.m_UnlimitedAmmo && m_pClient->m_Snap.m_pLocalCharacter)
|
||||||
{
|
{
|
||||||
// Keep track of ammo count, we know weapon ammo only when we switch to that weapon, this is tracked on server and protocol does not track that
|
// Keep track of ammo count, we know weapon ammo only when we switch to that weapon, this is tracked on server and protocol does not track that
|
||||||
m_aAmmoCount[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon % NUM_WEAPONS] = m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount;
|
m_aAmmoCount[maximum(0, m_pClient->m_Snap.m_pLocalCharacter->m_Weapon % NUM_WEAPONS)] = m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount;
|
||||||
// Autoswitch weapon if we're out of ammo
|
// Autoswitch weapon if we're out of ammo
|
||||||
if(m_aInputData[g_Config.m_ClDummy].m_Fire % 2 != 0 &&
|
if(m_aInputData[g_Config.m_ClDummy].m_Fire % 2 != 0 &&
|
||||||
m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount == 0 &&
|
m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount == 0 &&
|
||||||
|
|
|
@ -593,7 +593,7 @@ void CHud::RenderCursor()
|
||||||
RenderTools()->MapScreenToInterface(m_pClient->m_Camera.m_Center.x, m_pClient->m_Camera.m_Center.y);
|
RenderTools()->MapScreenToInterface(m_pClient->m_Camera.m_Center.x, m_pClient->m_Camera.m_Center.y);
|
||||||
|
|
||||||
// render cursor
|
// render cursor
|
||||||
int CurWeapon = m_pClient->m_Snap.m_pLocalCharacter->m_Weapon % NUM_WEAPONS;
|
int CurWeapon = maximum(0, m_pClient->m_Snap.m_pLocalCharacter->m_Weapon % NUM_WEAPONS);
|
||||||
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
|
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
|
||||||
Graphics()->TextureSet(m_pClient->m_GameSkin.m_aSpriteWeaponCursors[CurWeapon]);
|
Graphics()->TextureSet(m_pClient->m_GameSkin.m_aSpriteWeaponCursors[CurWeapon]);
|
||||||
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_aCursorOffset[CurWeapon], m_pClient->m_Controls.m_aTargetPos[g_Config.m_ClDummy].x, m_pClient->m_Controls.m_aTargetPos[g_Config.m_ClDummy].y);
|
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_aCursorOffset[CurWeapon], m_pClient->m_Controls.m_aTargetPos[g_Config.m_ClDummy].x, m_pClient->m_Controls.m_aTargetPos[g_Config.m_ClDummy].y);
|
||||||
|
@ -684,7 +684,7 @@ void CHud::RenderAmmoHealthAndArmor(const CNetObj_Character *pCharacter)
|
||||||
// ammo display
|
// ammo display
|
||||||
float AmmoOffsetY = GameClient()->m_GameInfo.m_HudHealthArmor ? 24 : 0;
|
float AmmoOffsetY = GameClient()->m_GameInfo.m_HudHealthArmor ? 24 : 0;
|
||||||
int CurWeapon = pCharacter->m_Weapon % NUM_WEAPONS;
|
int CurWeapon = pCharacter->m_Weapon % NUM_WEAPONS;
|
||||||
if(m_pClient->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon].IsValid())
|
if(CurWeapon >= 0 && m_pClient->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon].IsValid())
|
||||||
{
|
{
|
||||||
Graphics()->TextureSet(m_pClient->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon]);
|
Graphics()->TextureSet(m_pClient->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon]);
|
||||||
if(AmmoOffsetY > 0)
|
if(AmmoOffsetY > 0)
|
||||||
|
|
|
@ -538,6 +538,7 @@ void CPlayers::RenderPlayer(
|
||||||
}
|
}
|
||||||
|
|
||||||
// draw gun
|
// draw gun
|
||||||
|
if(Player.m_Weapon >= 0)
|
||||||
{
|
{
|
||||||
if(!(RenderInfo.m_TeeRenderFlags & TEE_NO_WEAPON))
|
if(!(RenderInfo.m_TeeRenderFlags & TEE_NO_WEAPON))
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue