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Don't holdup spawning if tees are there
fixed cl_ddrace_scoreboard
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parent
cd998a2a93
commit
793ea4a499
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@ -168,7 +168,7 @@ void CScoreboard::RenderScoreboard(float x, float y, float w, int Team, const ch
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// render headlines
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// render headlines
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TextRender()->Text(0, x+10, y, 24.0f, Localize("Score"), -1);
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TextRender()->Text(0, x+10, y, 24.0f, Localize("Score"), -1);
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if(m_IsGameTypeRace)
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if(m_IsGameTypeRace && g_Config.m_ClDDRaceScoreBoard)
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{
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{
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TextRender()->Text(0, x+125+Offset, y, 24.0f, Localize("Name"), -1);
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TextRender()->Text(0, x+125+Offset, y, 24.0f, Localize("Name"), -1);
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TextRender()->Text(0, x+w-75, y, 24.0f, Localize("Ping"), -1);
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TextRender()->Text(0, x+w-75, y, 24.0f, Localize("Ping"), -1);
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@ -215,7 +215,7 @@ void CScoreboard::RenderScoreboard(float x, float y, float w, int Team, const ch
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float FontSizeResize = FontSize;
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float FontSizeResize = FontSize;
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float Width;
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float Width;
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if(m_IsGameTypeRace)
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if(m_IsGameTypeRace && g_Config.m_ClDDRaceScoreBoard)
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{
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{
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const float ScoreWidth = 150.0f;
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const float ScoreWidth = 150.0f;
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const float PingWidth = 60.0f;
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const float PingWidth = 60.0f;
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@ -73,10 +73,11 @@ void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int T)
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// get spawn point
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// get spawn point
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for(int i = 0; i < m_aNumSpawnPoints[T]; i++)
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for(int i = 0; i < m_aNumSpawnPoints[T]; i++)
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{
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{
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/*
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// check if the position is occupado
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// check if the position is occupado
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if(GameServer()->m_World.FindEntities(m_aaSpawnPoints[T][i], 64, 0, 1, CGameWorld::ENTTYPE_CHARACTER))
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if(GameServer()->m_World.FindEntities(m_aaSpawnPoints[T][i], 64, 0, 1, CGameWorld::ENTTYPE_CHARACTER))
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continue;
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continue;
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*/
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vec2 P = m_aaSpawnPoints[T][i];
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vec2 P = m_aaSpawnPoints[T][i];
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float S = EvaluateSpawnPos(pEval, P);
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float S = EvaluateSpawnPos(pEval, P);
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if(!pEval->m_Got || pEval->m_Score > S)
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if(!pEval->m_Got || pEval->m_Score > S)
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