fix opacity for jumps

This commit is contained in:
Edgar 2023-05-11 23:04:05 +02:00
parent 0db2f6243f
commit 1e319fa279
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GPG key ID: 70ADAE8F35904387

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@ -1707,8 +1707,6 @@ 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))
@ -1717,6 +1715,10 @@ 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));
float Alpha = 1.0f;
bool SameTeam = m_Teams.SameTeam(m_Snap.m_LocalClientID, i);
if(!SameTeam || m_aClients[i].m_Solo || m_aClients[m_Snap.m_LocalClientID].m_Solo)
Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
m_Effects.AirJump(Pos, Alpha);
}