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fix opacity for jumps
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0db2f6243f
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1e319fa279
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@ -1707,8 +1707,6 @@ void CGameClient::OnNewSnapshot()
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for(auto &pComponent : m_vpAll)
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pComponent->OnNewSnapshot();
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float Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
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// detect air jump for other players
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for(int i = 0; i < MAX_CLIENTS; i++)
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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))
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@ -1717,6 +1715,10 @@ void CGameClient::OnNewSnapshot()
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vec2 Pos = mix(vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
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vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
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Client()->IntraGameTick(g_Config.m_ClDummy));
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float Alpha = 1.0f;
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bool SameTeam = m_Teams.SameTeam(m_Snap.m_LocalClientID, i);
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if(!SameTeam || m_aClients[i].m_Solo || m_aClients[m_Snap.m_LocalClientID].m_Solo)
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Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
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m_Effects.AirJump(Pos, Alpha);
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}
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