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Add client side freeze stars
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@ -73,6 +73,7 @@ MACRO_CONFIG_INT(ClShowfps, cl_showfps, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE,
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MACRO_CONFIG_INT(ClShowpred, cl_showpred, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show ingame prediction time in milliseconds")
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MACRO_CONFIG_INT(ClShowpred, cl_showpred, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show ingame prediction time in milliseconds")
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MACRO_CONFIG_INT(ClEyeWheel, cl_eye_wheel, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show eye wheel along together with emotes")
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MACRO_CONFIG_INT(ClEyeWheel, cl_eye_wheel, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show eye wheel along together with emotes")
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MACRO_CONFIG_INT(ClEyeDuration, cl_eye_duration, 999999, 1, 999999, CFGFLAG_CLIENT | CFGFLAG_SAVE, "How long the eyes emotes last")
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MACRO_CONFIG_INT(ClEyeDuration, cl_eye_duration, 999999, 1, 999999, CFGFLAG_CLIENT | CFGFLAG_SAVE, "How long the eyes emotes last")
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MACRO_CONFIG_INT(ClFreezeStars, cl_freeze_stars, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show old star particles for frozen tees")
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MACRO_CONFIG_INT(ClAirjumpindicator, cl_airjumpindicator, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show the air jump indicator")
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MACRO_CONFIG_INT(ClAirjumpindicator, cl_airjumpindicator, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show the air jump indicator")
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MACRO_CONFIG_INT(ClThreadsoundloading, cl_threadsoundloading, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Load sound files threaded")
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MACRO_CONFIG_INT(ClThreadsoundloading, cl_threadsoundloading, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Load sound files threaded")
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@ -2071,6 +2071,32 @@ void CGameClient::OnNewSnapshot()
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m_Effects.AirJump(Pos, Alpha);
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m_Effects.AirJump(Pos, Alpha);
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}
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}
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if(g_Config.m_ClFreezeStars && !m_SuppressEvents)
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{
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for(auto &Character : m_Snap.m_aCharacters)
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{
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if(Character.m_Active && Character.m_HasExtendedData && Character.m_PrevExtendedData)
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{
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int FreezeTimeNow = Character.m_ExtendedData.m_FreezeEnd - Client()->GameTick(g_Config.m_ClDummy);
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int FreezeTimePrev = Character.m_PrevExtendedData->m_FreezeEnd - Client()->PrevGameTick(g_Config.m_ClDummy);
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vec2 Pos = vec2(Character.m_Cur.m_X, Character.m_Cur.m_Y);
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int StarsNow = (FreezeTimeNow + 1) / Client()->GameTickSpeed();
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int StarsPrev = (FreezeTimePrev + 1) / Client()->GameTickSpeed();
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if(StarsNow < StarsPrev || (StarsPrev == 0 && StarsNow > 0))
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{
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int Amount = StarsNow + 1;
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float Mid = 3 * pi / 2;
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float Min = Mid - pi / 3;
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float Max = Mid + pi / 3;
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for(int j = 0; j < Amount; j++)
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{
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float Angle = mix(Min, Max, (j + 1) / (float)(Amount + 2));
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m_Effects.DamageIndicator(Pos, direction(Angle));
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}
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}
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}
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}
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}
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if(m_Snap.m_LocalClientId != m_PrevLocalId)
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if(m_Snap.m_LocalClientId != m_PrevLocalId)
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m_PredictedDummyId = m_PrevLocalId;
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m_PredictedDummyId = m_PrevLocalId;
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m_PrevLocalId = m_Snap.m_LocalClientId;
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m_PrevLocalId = m_Snap.m_LocalClientId;
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