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https://github.com/ddnet/ddnet.git
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Rename GetTunes
to GetTuning
and return const pointer
No need to copy all tuning parameters. Consistent naming with prediction code where `GetTuning` is also used.
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parent
b98d519744
commit
30d3d4f94c
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@ -30,21 +30,21 @@ void CItems::RenderProjectile(const CProjectileData *pCurrent, int ItemID)
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// get positions
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float Curvature = 0;
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float Speed = 0;
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CTuningParams Tuning = GameClient()->GetTunes(pCurrent->m_TuneZone);
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const CTuningParams *pTuning = GameClient()->GetTuning(pCurrent->m_TuneZone);
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if(CurWeapon == WEAPON_GRENADE)
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{
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Curvature = Tuning.m_GrenadeCurvature;
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Speed = Tuning.m_GrenadeSpeed;
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Curvature = pTuning->m_GrenadeCurvature;
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Speed = pTuning->m_GrenadeSpeed;
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}
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else if(CurWeapon == WEAPON_SHOTGUN)
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{
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Curvature = Tuning.m_ShotgunCurvature;
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Speed = Tuning.m_ShotgunSpeed;
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Curvature = pTuning->m_ShotgunCurvature;
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Speed = pTuning->m_ShotgunSpeed;
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}
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else if(CurWeapon == WEAPON_GUN)
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{
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Curvature = Tuning.m_GunCurvature;
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Speed = Tuning.m_GunSpeed;
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Curvature = pTuning->m_GunCurvature;
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Speed = pTuning->m_GunSpeed;
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}
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bool LocalPlayerInGame = false;
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@ -310,7 +310,7 @@ void CItems::RenderLaser(const CLaserData *pCurrent, bool IsPredicted)
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else
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Ticks = (float)(Client()->GameTick(g_Config.m_ClDummy) - pCurrent->m_StartTick) + Client()->IntraGameTick(g_Config.m_ClDummy);
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float Ms = (Ticks / 50.0f) * 1000.0f;
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float a = Ms / m_pClient->GetTunes(TuneZone).m_LaserBounceDelay;
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float a = Ms / m_pClient->GetTuning(TuneZone)->m_LaserBounceDelay;
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a = clamp(a, 0.0f, 1.0f);
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float Ia = 1 - a;
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@ -600,22 +600,22 @@ void CItems::ReconstructSmokeTrail(const CProjectileData *pCurrent, int DestroyT
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// get positions
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float Curvature = 0;
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float Speed = 0;
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CTuningParams Tuning = GameClient()->GetTunes(pCurrent->m_TuneZone);
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const CTuningParams *pTuning = GameClient()->GetTuning(pCurrent->m_TuneZone);
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if(pCurrent->m_Type == WEAPON_GRENADE)
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{
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Curvature = Tuning.m_GrenadeCurvature;
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Speed = Tuning.m_GrenadeSpeed;
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Curvature = pTuning->m_GrenadeCurvature;
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Speed = pTuning->m_GrenadeSpeed;
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}
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else if(pCurrent->m_Type == WEAPON_SHOTGUN)
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{
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Curvature = Tuning.m_ShotgunCurvature;
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Speed = Tuning.m_ShotgunSpeed;
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Curvature = pTuning->m_ShotgunCurvature;
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Speed = pTuning->m_ShotgunSpeed;
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}
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else if(pCurrent->m_Type == WEAPON_GUN)
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{
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Curvature = Tuning.m_GunCurvature;
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Speed = Tuning.m_GunSpeed;
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Curvature = pTuning->m_GunCurvature;
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Speed = pTuning->m_GunSpeed;
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}
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float Pt = ((float)(Client()->PredGameTick(g_Config.m_ClDummy) - pCurrent->m_StartTick) + Client()->PredIntraGameTick(g_Config.m_ClDummy)) / (float)SERVER_TICK_SPEED;
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@ -529,7 +529,7 @@ public:
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bool AntiPingGunfire() { return AntiPingGrenade() && AntiPingWeapons() && g_Config.m_ClAntiPingGunfire; }
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bool Predict() { return g_Config.m_ClPredict && !(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER) && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_pLocalCharacter; }
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bool PredictDummy() { return g_Config.m_ClPredictDummy && Client()->DummyConnected() && m_Snap.m_LocalClientID >= 0 && m_PredictedDummyID >= 0 && !m_aClients[m_PredictedDummyID].m_Paused; }
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CTuningParams GetTunes(int i) { return m_aTuningList[i]; }
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const CTuningParams *GetTuning(int i) { return &m_aTuningList[i]; }
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CGameWorld m_GameWorld;
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CGameWorld m_PredictedWorld;
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