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Added Flicker effect to NON-Active Entities
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@ -65,6 +65,8 @@ void CDoor::Snap(int SnappingClient)
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pObj->m_Y = (int)m_Pos.y;
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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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if (Char && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick)) return;
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if(Char == 0) return;
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if(Char->Team() == TEAM_SUPER)
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@ -26,7 +26,7 @@ CDragger::CDragger(CGameWorld *pGameWorld, vec2 Pos, float Strength, bool NW, in
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void CDragger::Move()
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{
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if(m_Target && m_Target->m_Super)
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if(m_Target && m_Target->m_Alive && (m_Target->m_Super || m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[m_Target->Team()]))
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m_Target = 0;
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if(m_Target)
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return;
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@ -123,6 +123,8 @@ void CDragger::Snap(int SnappingClient)
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return;
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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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if (Char && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (!Tick)) return;
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if(Char && m_Target && Char->Team() != m_Target->Team()) return;
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CNetObj_Laser *obj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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@ -88,11 +88,14 @@ void CGun::Tick()
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}
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void CGun::Snap(int snapping_client)
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void CGun::Snap(int SnappingClient)
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{
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if(NetworkClipped(snapping_client))
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if(NetworkClipped(SnappingClient))
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return;
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CCharacter * SnapChar = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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if (SnapChar && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()] && (!Tick)) return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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pObj->m_X = (int)m_Pos.x;
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pObj->m_Y = (int)m_Pos.y;
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@ -112,6 +112,8 @@ void CLight::Snap(int SnappingClient)
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pObj->m_Y = (int)m_Pos.y;
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CCharacter * Char = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%6;
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if (Char && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[Char->Team()] && (Tick)) return;
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if(Char == 0) return;
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if(Char->Team() == TEAM_SUPER)
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@ -153,6 +153,9 @@ void CPickup::Snap(int SnappingClient)
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if(m_SpawnTick != -1 || NetworkClipped(SnappingClient))
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return;
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*/
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CCharacter * SnapChar = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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if (SnapChar && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()] && (!Tick)) return;
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CNetObj_Pickup *pP = static_cast<CNetObj_Pickup *>(Server()->SnapNewItem(NETOBJTYPE_PICKUP, m_Id, sizeof(CNetObj_Pickup)));
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pP->m_X = (int)m_Pos.x;
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pP->m_Y = (int)m_Pos.y;
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@ -79,7 +79,9 @@ void CPlasma::Snap(int SnappingClient)
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if(NetworkClipped(SnappingClient))
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return;
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CCharacter* SnapChar = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%11;
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if(!SnapChar) return;
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if (!GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()] && (!Tick)) return;
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if((SnapChar->Team() != m_ResponsibleTeam) && !SnapChar->GetPlayer()->m_IsUsingDDRaceClient) return;
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CNetObj_Laser *pObj = static_cast<CNetObj_Laser *>(Server()->SnapNewItem(NETOBJTYPE_LASER, m_Id, sizeof(CNetObj_Laser)));
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pObj->m_X = (int)m_Pos.x;
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@ -171,7 +171,8 @@ void CProjectile::Snap(int SnappingClient)
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if(NetworkClipped(SnappingClient, GetPos(Ct)))
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return;
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CCharacter * SnapChar = GameServer()->GetPlayerChar(SnappingClient);
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if (!GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()]) return;
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int Tick = (Server()->Tick()%Server()->TickSpeed())%6;
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if (SnapChar && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()] && (Tick)) return;
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if
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(
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