diff --git a/src/game/client/components/menus_settings.cpp b/src/game/client/components/menus_settings.cpp index 42566dbaa..95422addc 100644 --- a/src/game/client/components/menus_settings.cpp +++ b/src/game/client/components/menus_settings.cpp @@ -82,7 +82,7 @@ void CMenus::SaveSkinfile() { if(!CSkins::ms_apSkinVariables[PartIndex][0]) continue; - + // part start if(Count == 0) { @@ -91,7 +91,7 @@ void CMenus::SaveSkinfile() } else { - p = ",\n"; + p = ",\n"; io_write(File, p, str_length(p)); } str_format(aBuf, sizeof(aBuf), "\t\"%s\": {\n", CSkins::ms_apSkinPartNames[PartIndex]); @@ -529,13 +529,13 @@ void CMenus::RenderSkinPartSelection(CUIRect MainView) } Info.m_Size = 50.0f; Item.m_Rect.HSplitTop(5.0f, 0, &Item.m_Rect); // some margin from the top - const vec2 TeePos(Item.m_Rect.x+Item.m_Rect.w/2, Item.m_Rect.y+Item.m_Rect.h/2); + const vec2 TeePos(Item.m_Rect.x+Item.m_Rect.w/2, Item.m_Rect.y+Item.m_Rect.h/2); - if(m_TeePartSelected == SKINPART_HANDS) - { - RenderTools()->RenderTeeHand(&Info, TeePos, vec2(1.0f, 0.0f), -pi*0.5f, vec2(18, 0)); - } - RenderTools()->RenderTee(CAnimState::GetIdle(), &Info, 0, vec2(1.0f, 0.0f), TeePos); + if(m_TeePartSelected == SKINPART_HANDS) + { + RenderTools()->RenderTeeHand(&Info, TeePos, vec2(1.0f, 0.0f), -pi*0.5f, vec2(18, 0)); + } + RenderTools()->RenderTee(CAnimState::GetIdle(), &Info, 0, vec2(1.0f, 0.0f), TeePos); } } @@ -657,7 +657,7 @@ void CMenus::RenderLanguageSelection(CUIRect MainView, bool Header) TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.3f); } else - UI()->DoLabelScaled(&Item.m_Rect, r.front().m_Name, Item.m_Rect.h*ms_FontmodHeight*0.8f, CUI::ALIGN_LEFT); + UI()->DoLabelScaled(&Item.m_Rect, r.front().m_Name, Item.m_Rect.h*ms_FontmodHeight*0.8f, CUI::ALIGN_LEFT); } } diff --git a/src/game/client/components/players.cpp b/src/game/client/components/players.cpp index 2b5570705..ad1c3a026 100644 --- a/src/game/client/components/players.cpp +++ b/src/game/client/components/players.cpp @@ -134,7 +134,7 @@ void CPlayers::RenderHook( Graphics()->QuadsSetRotation(0); Graphics()->QuadsEnd(); - RenderTools()->RenderTeeHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0)); + RenderTools()->RenderTeeHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0)); } } @@ -418,10 +418,10 @@ void CPlayers::RenderPlayer( switch (Player.m_Weapon) { - case WEAPON_GUN: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break; - case WEAPON_SHOTGUN: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break; - case WEAPON_GRENADE: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break; - } + case WEAPON_GUN: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break; + case WEAPON_SHOTGUN: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break; + case WEAPON_GRENADE: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break; + } } diff --git a/src/game/client/components/players.h b/src/game/client/components/players.h index 3bf0ce97a..ab9a5af89 100644 --- a/src/game/client/components/players.h +++ b/src/game/client/components/players.h @@ -7,7 +7,7 @@ class CPlayers : public CComponent { CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS]; - void RenderPlayer( + void RenderPlayer( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CNetObj_PlayerInfo *pPrevInfo, diff --git a/src/game/client/render.cpp b/src/game/client/render.cpp index 3f2a9ef03..0413550e5 100644 --- a/src/game/client/render.cpp +++ b/src/game/client/render.cpp @@ -116,14 +116,14 @@ void CRenderTools::DrawRoundRectExt(float x, float y, float w, float h, float r, x+(1-Ca1)*r, y-r+Sa1*r, x+(1-Ca3)*r, y-r+Sa3*r, x+(1-Ca2)*r, y-r+Sa2*r); - + if(Corners&32) // ITR ArrayF[NumItems++] = IGraphics::CFreeformItem( x+w, y, x+w-r+Ca1*r, y-r+Sa1*r, x+w-r+Ca3*r, y-r+Sa3*r, x+w-r+Ca2*r, y-r+Sa2*r); - + if(Corners&64) // IBL ArrayF[NumItems++] = IGraphics::CFreeformItem( x, y+h, @@ -225,7 +225,7 @@ void CRenderTools::DrawRoundRectExt4(float x, float y, float w, float h, vec4 Co x+(1-Ca2)*r, y-r+Sa2*r); Graphics()->QuadsDrawFreeform(&ItemF, 1); } - + if(Corners&32) // ITR { Graphics()->SetColor(ColorTopRight.r, ColorTopRight.g, ColorTopRight.b, ColorTopRight.a); @@ -236,7 +236,7 @@ void CRenderTools::DrawRoundRectExt4(float x, float y, float w, float h, vec4 Co x+w-r+Ca2*r, y-r+Sa2*r); Graphics()->QuadsDrawFreeform(&ItemF, 1); } - + if(Corners&64) // IBL { Graphics()->SetColor(ColorBottomLeft.r, ColorBottomLeft.g, ColorBottomLeft.b, ColorBottomLeft.a); @@ -477,43 +477,43 @@ void CRenderTools::RenderTee(CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote } void CRenderTools::RenderTeeHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, - vec2 PostRotOffset) + vec2 PostRotOffset) { - // in-game hand size is 15 when tee size is 64 - float BaseSize = 15.0f * (pInfo->m_Size / 64.0f); + // in-game hand size is 15 when tee size is 64 + float BaseSize = 15.0f * (pInfo->m_Size / 64.0f); - vec2 HandPos = CenterPos + Dir; - float Angle = angle(Dir); - if(Dir.x < 0) - Angle -= AngleOffset; - else - Angle += AngleOffset; + vec2 HandPos = CenterPos + Dir; + float Angle = angle(Dir); + if(Dir.x < 0) + Angle -= AngleOffset; + else + Angle += AngleOffset; - vec2 DirX = Dir; - vec2 DirY(-Dir.y,Dir.x); + vec2 DirX = Dir; + vec2 DirY(-Dir.y,Dir.x); - if(Dir.x < 0) - DirY = -DirY; + if(Dir.x < 0) + DirY = -DirY; - HandPos += DirX * PostRotOffset.x; - HandPos += DirY * PostRotOffset.y; + HandPos += DirX * PostRotOffset.x; + HandPos += DirY * PostRotOffset.y; - const vec4 Color = pInfo->m_aColors[SKINPART_HANDS]; - IGraphics::CQuadItem QuadOutline(HandPos.x, HandPos.y, 2*BaseSize, 2*BaseSize); - IGraphics::CQuadItem QuadHand = QuadOutline; + const vec4 Color = pInfo->m_aColors[SKINPART_HANDS]; + IGraphics::CQuadItem QuadOutline(HandPos.x, HandPos.y, 2*BaseSize, 2*BaseSize); + IGraphics::CQuadItem QuadHand = QuadOutline; - Graphics()->TextureSet(pInfo->m_aTextures[SKINPART_HANDS]); - Graphics()->QuadsBegin(); - Graphics()->SetColor(Color.r, Color.g, Color.b, Color.a); - Graphics()->QuadsSetRotation(Angle); + Graphics()->TextureSet(pInfo->m_aTextures[SKINPART_HANDS]); + Graphics()->QuadsBegin(); + Graphics()->SetColor(Color.r, Color.g, Color.b, Color.a); + Graphics()->QuadsSetRotation(Angle); - SelectSprite(SPRITE_TEE_HAND_OUTLINE, 0, 0, 0); - Graphics()->QuadsDraw(&QuadOutline, 1); - SelectSprite(SPRITE_TEE_HAND, 0, 0, 0); - Graphics()->QuadsDraw(&QuadHand, 1); + SelectSprite(SPRITE_TEE_HAND_OUTLINE, 0, 0, 0); + Graphics()->QuadsDraw(&QuadOutline, 1); + SelectSprite(SPRITE_TEE_HAND, 0, 0, 0); + Graphics()->QuadsDraw(&QuadHand, 1); - Graphics()->QuadsSetRotation(0); - Graphics()->QuadsEnd(); + Graphics()->QuadsSetRotation(0); + Graphics()->QuadsEnd(); } static void CalcScreenParams(float Amount, float WMax, float HMax, float Aspect, float *w, float *h) diff --git a/src/game/client/render.h b/src/game/client/render.h index 95082d926..c67e39208 100644 --- a/src/game/client/render.h +++ b/src/game/client/render.h @@ -76,8 +76,8 @@ public: // object render methods (gc_render_obj.cpp) void RenderTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos); - void RenderTeeHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, - vec2 PostRotOffset); + void RenderTeeHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, + vec2 PostRotOffset); // map render methods (gc_render_map.cpp) static void RenderEvalEnvelope(CEnvPoint *pPoints, int NumPoints, int Channels, float Time, float *pResult);