2368: Make spec character rendering a bit cleaner r=def- a=heinrich5991



Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
This commit is contained in:
bors[bot] 2020-06-25 16:18:20 +00:00 committed by GitHub
commit 97c7525438
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GPG key ID: 4AEE18F83AFDEB23
9 changed files with 80 additions and 123 deletions

View file

@ -270,13 +270,9 @@ Objects = [
NetIntAny("m_Test"), NetIntAny("m_Test"),
]), ]),
NetObjectEx("SpecChar", "spec-char-2@netobj.ddnet.tw", [ NetObjectEx("SpecChar", "spec-char@netobj.ddnet.tw", [
NetIntAny("m_X"), NetIntAny("m_X"),
NetIntAny("m_Y"), NetIntAny("m_Y"),
NetIntAny("m_HookState"),
NetIntAny("m_HookedPlayer"),
NetIntAny("m_HookX"),
NetIntAny("m_HookY"),
]), ]),
] ]

View file

@ -339,8 +339,8 @@ void CGhost::OnRender()
Player.m_AttackTick += Client()->GameTick(g_Config.m_ClDummy) - GhostTick; Player.m_AttackTick += Client()->GameTick(g_Config.m_ClDummy) - GhostTick;
m_pClient->m_pPlayers->RenderHook(&Prev, &Player, &pGhost->m_RenderInfo , -2, false, IntraTick); m_pClient->m_pPlayers->RenderHook(&Prev, &Player, &pGhost->m_RenderInfo , -2, IntraTick);
m_pClient->m_pPlayers->RenderPlayer(&Prev, &Player, &pGhost->m_RenderInfo, -2, false, IntraTick); m_pClient->m_pPlayers->RenderPlayer(&Prev, &Player, &pGhost->m_RenderInfo, -2, IntraTick);
} }
} }

View file

@ -35,12 +35,13 @@ void CNamePlates::RenderNameplate(
else else
Position = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick(g_Config.m_ClDummy)); Position = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick(g_Config.m_ClDummy));
if(m_pClient->m_aClients[ClientID].m_Spec) RenderNameplatePos(Position, pPlayerInfo, 1.0f);
{
Position.x = m_pClient->m_aClients[ClientID].m_SpecChar.m_X;
Position.y = m_pClient->m_aClients[ClientID].m_SpecChar.m_Y;
} }
void CNamePlates::RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pPlayerInfo, float Alpha)
{
int ClientID = pPlayerInfo->m_ClientID;
bool OtherTeam = m_pClient->IsOtherTeam(ClientID); bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
float FontSize = 18.0f + 20.0f * g_Config.m_ClNameplatesSize / 100.0f; float FontSize = 18.0f + 20.0f * g_Config.m_ClNameplatesSize / 100.0f;
@ -119,18 +120,10 @@ void CNamePlates::RenderNameplate(
TColor.Set(rgb.r, rgb.g, rgb.b, g_Config.m_ClShowOthersAlpha / 100.0f); TColor.Set(rgb.r, rgb.g, rgb.b, g_Config.m_ClShowOthersAlpha / 100.0f);
} }
else else
{
if(m_pClient->m_aClients[ClientID].m_Spec)
{
TOutlineColor.Set(0.0f, 0.0f, 0.0f, 0.2f * g_Config.m_ClShowOthersAlpha / 100.0f);
TColor.Set(rgb.r, rgb.g, rgb.b, g_Config.m_ClShowOthersAlpha / 100.0f);
}
else
{ {
TOutlineColor.Set(0.0f, 0.0f, 0.0f, 0.5f*a); TOutlineColor.Set(0.0f, 0.0f, 0.0f, 0.5f*a);
TColor.Set(rgb.r, rgb.g, rgb.b, a); TColor.Set(rgb.r, rgb.g, rgb.b, a);
} }
}
if(g_Config.m_ClNameplatesTeamcolors && m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) if(g_Config.m_ClNameplatesTeamcolors && m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS)
{ {
if(m_pClient->m_aClients[ClientID].m_Team == TEAM_RED) if(m_pClient->m_aClients[ClientID].m_Team == TEAM_RED)
@ -139,6 +132,9 @@ void CNamePlates::RenderNameplate(
TColor.Set(0.7f, 0.7f, 1.0f, a); TColor.Set(0.7f, 0.7f, 1.0f, a);
} }
TOutlineColor.m_A *= Alpha;
TColor.m_A *= Alpha;
if(m_aNamePlates[ClientID].m_NameTextContainerIndex != -1) if(m_aNamePlates[ClientID].m_NameTextContainerIndex != -1)
TextRender()->RenderTextContainer(m_aNamePlates[ClientID].m_NameTextContainerIndex, &TColor, &TOutlineColor, Position.x - tw / 2.0f, Position.y - FontSize - 38.0f); TextRender()->RenderTextContainer(m_aNamePlates[ClientID].m_NameTextContainerIndex, &TColor, &TOutlineColor, Position.x - tw / 2.0f, Position.y - FontSize - 38.0f);
@ -172,18 +168,25 @@ void CNamePlates::OnRender()
for(int i = 0; i < MAX_CLIENTS; i++) for(int i = 0; i < MAX_CLIENTS; i++)
{ {
// only render active characters const void *pInfoRaw = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
if(!m_pClient->m_Snap.m_aCharacters[i].m_Active && (!m_pClient->m_aClients[i].m_Spec || !g_Config.m_ClShowSpecTee)) const CNetObj_PlayerInfo *pInfo = (CNetObj_PlayerInfo *)pInfoRaw;
if(!pInfo)
{
continue; continue;
}
const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i); if(m_pClient->m_aClients[i].m_SpecCharPresent)
{
RenderNameplatePos(m_pClient->m_aClients[i].m_SpecChar, pInfo, 0.4f);
}
if(pInfo) // only render active characters
if(m_pClient->m_Snap.m_aCharacters[i].m_Active)
{ {
RenderNameplate( RenderNameplate(
&m_pClient->m_Snap.m_aCharacters[i].m_Prev, &m_pClient->m_Snap.m_aCharacters[i].m_Prev,
&m_pClient->m_Snap.m_aCharacters[i].m_Cur, &m_pClient->m_Snap.m_aCharacters[i].m_Cur,
(const CNetObj_PlayerInfo *)pInfo); pInfo);
} }
} }
} }

View file

@ -39,6 +39,7 @@ class CNamePlates : public CComponent
const CNetObj_Character *pPlayerChar, const CNetObj_Character *pPlayerChar,
const CNetObj_PlayerInfo *pPlayerInfo const CNetObj_PlayerInfo *pPlayerInfo
); );
void RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pPlayerInfo, float Alpha);
SPlayerNamePlate m_aNamePlates[MAX_CLIENTS]; SPlayerNamePlate m_aNamePlates[MAX_CLIENTS];
class CPlayers* m_pPlayers; class CPlayers* m_pPlayers;

View file

@ -81,7 +81,6 @@ void CPlayers::RenderHook(
const CNetObj_Character *pPlayerChar, const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo, const CTeeRenderInfo *pRenderInfo,
int ClientID, int ClientID,
bool Spec,
float Intra float Intra
) )
{ {
@ -92,13 +91,8 @@ void CPlayers::RenderHook(
CTeeRenderInfo RenderInfo = *pRenderInfo; CTeeRenderInfo RenderInfo = *pRenderInfo;
int HookedPlayer = pPlayerChar->m_HookedPlayer;
if(Spec)
HookedPlayer = m_pClient->m_aClients[ClientID].m_SpecChar.m_HookedPlayer;
// don't render hooks to not active character cores // don't render hooks to not active character cores
if(HookedPlayer != -1 && !m_pClient->m_Snap.m_aCharacters[HookedPlayer].m_Active) if(pPlayerChar->m_HookedPlayer != -1 && !m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Active)
return; return;
float IntraTick = Intra; float IntraTick = Intra;
@ -115,14 +109,8 @@ void CPlayers::RenderHook(
else else
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
if(Spec)
{
Position.x = m_pClient->m_aClients[ClientID].m_SpecChar.m_X;
Position.y = m_pClient->m_aClients[ClientID].m_SpecChar.m_Y;
}
// draw hook // draw hook
if((Prev.m_HookState>0 && Player.m_HookState>0) || (Spec && m_pClient->m_aClients[ClientID].m_SpecChar.m_HookState>0)) if(Prev.m_HookState>0 && Player.m_HookState>0)
{ {
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
@ -133,13 +121,8 @@ void CPlayers::RenderHook(
vec2 Pos = Position; vec2 Pos = Position;
vec2 HookPos; vec2 HookPos;
if(in_range(HookedPlayer, MAX_CLIENTS-1)) if(in_range(pPlayerChar->m_HookedPlayer, MAX_CLIENTS-1))
HookPos = m_pClient->m_aClients[HookedPlayer].m_RenderPos; HookPos = m_pClient->m_aClients[pPlayerChar->m_HookedPlayer].m_RenderPos;
else if(Spec)
{
HookPos.x = m_pClient->m_aClients[ClientID].m_SpecChar.m_HookX;
HookPos.y = m_pClient->m_aClients[ClientID].m_SpecChar.m_HookY;
}
else else
HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick); HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
@ -150,7 +133,7 @@ void CPlayers::RenderHook(
Graphics()->QuadsSetRotation(GetAngle(Dir)+pi); Graphics()->QuadsSetRotation(GetAngle(Dir)+pi);
// render head // render head
int QuadOffset = NUM_WEAPONS * 2 + 2; int QuadOffset = NUM_WEAPONS * 2 + 2;
if(OtherTeam || Spec) if(OtherTeam)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f); Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookPos.x, HookPos.y); Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookPos.x, HookPos.y);
@ -173,7 +156,7 @@ void CPlayers::RenderHook(
Graphics()->QuadsSetRotation(0); Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f); Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0), (OtherTeam || Spec) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f); RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0), OtherTeam ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f);
} }
} }
@ -182,7 +165,6 @@ void CPlayers::RenderPlayer(
const CNetObj_Character *pPlayerChar, const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo, const CTeeRenderInfo *pRenderInfo,
int ClientID, int ClientID,
bool Spec,
float Intra float Intra
) )
{ {
@ -195,7 +177,7 @@ void CPlayers::RenderPlayer(
bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID; bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID;
bool OtherTeam = m_pClient->IsOtherTeam(ClientID); bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
float Alpha = (OtherTeam || Spec) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f; float Alpha = OtherTeam ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f;
// set size // set size
RenderInfo.m_Size = 64.0f; RenderInfo.m_Size = 64.0f;
@ -253,12 +235,6 @@ void CPlayers::RenderPlayer(
else else
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
if(Spec)
{
Position.x = m_pClient->m_aClients[ClientID].m_SpecChar.m_X;
Position.y = m_pClient->m_aClients[ClientID].m_SpecChar.m_Y;
}
vec2 Vel = mix(vec2(Prev.m_VelX/256.0f, Prev.m_VelY/256.0f), vec2(Player.m_VelX/256.0f, Player.m_VelY/256.0f), IntraTick); vec2 Vel = mix(vec2(Prev.m_VelX/256.0f, Prev.m_VelY/256.0f), vec2(Player.m_VelX/256.0f, Player.m_VelY/256.0f), IntraTick);
m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f); m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f);
@ -304,7 +280,6 @@ void CPlayers::RenderPlayer(
} }
// draw gun // draw gun
if(!Spec)
{ {
#if defined(CONF_VIDEORECORDER) #if defined(CONF_VIDEORECORDER)
if(ClientID >= 0 && ((GameClient()->m_GameInfo.m_AllowHookColl && g_Config.m_ClShowHookCollAlways) || (Player.m_PlayerFlags&PLAYERFLAG_AIM && ((!Local && ((!IVideo::Current()&&g_Config.m_ClShowHookCollOther)||(IVideo::Current()&&g_Config.m_ClVideoShowHookCollOther))) || (Local && g_Config.m_ClShowHookCollOwn))))) if(ClientID >= 0 && ((GameClient()->m_GameInfo.m_AllowHookColl && g_Config.m_ClShowHookCollAlways) || (Player.m_PlayerFlags&PLAYERFLAG_AIM && ((!Local && ((!IVideo::Current()&&g_Config.m_ClShowHookCollOther)||(IVideo::Current()&&g_Config.m_ClVideoShowHookCollOther))) || (Local && g_Config.m_ClShowHookCollOwn)))))
@ -586,14 +561,11 @@ void CPlayers::RenderPlayer(
Graphics()->QuadsSetRotation(0); Graphics()->QuadsSetRotation(0);
} }
if(OtherTeam || Spec || ClientID < 0) if(OtherTeam || ClientID < 0)
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position, g_Config.m_ClShowOthersAlpha / 100.0f); RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position, g_Config.m_ClShowOthersAlpha / 100.0f);
else else
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position); RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);
if(Spec)
return;
int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2; int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2;
if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING) if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING)
{ {
@ -680,57 +652,53 @@ void CPlayers::OnRender()
} }
} }
} }
m_RenderInfoSpec.m_Texture = m_pClient->m_pSkins->Get(m_pClient->m_pSkins->Find("x_spec"))->m_OrgTexture;
m_RenderInfoSpec.m_Size = 64.0f;
// render other players in two passes, first pass we render the other, second pass we render our self // render other players in three passes, first pass we render spectees,
for(int p = 0; p < 4; p++) // then everyone but us, and finally we render ourselves
for(int p = 0; p < 6; p++)
{ {
for(int i = 0; i < MAX_CLIENTS; i++) for(int i = 0; i < MAX_CLIENTS; i++)
{ {
// only render active characters // only render active characters
if(!m_pClient->m_Snap.m_aCharacters[i].m_Active && (!m_pClient->m_aClients[i].m_Spec || !g_Config.m_ClShowSpecTee)) if(p % 3 == 0 && !m_pClient->m_aClients[i].m_SpecCharPresent)
continue;
if(p % 3 != 0 && !m_pClient->m_Snap.m_aCharacters[i].m_Active)
continue; continue;
if(p % 3 == 0)
{
if(p < 3)
{
continue;
}
vec2 Pos = m_pClient->m_aClients[i].m_SpecChar;
RenderTools()->RenderTee(CAnimState::GetIdle(), &m_RenderInfoSpec, EMOTE_BLINK, vec2(1, 0), Pos, 1.0f);
}
else
{
const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i); const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i);
const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i); const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
if(!pPrevInfo || !pInfo)
if(pPrevInfo && pInfo)
{ {
continue;
}
bool Local = m_pClient->m_Snap.m_LocalClientID == i; bool Local = m_pClient->m_Snap.m_LocalClientID == i;
if((p % 2) == 0 && Local) continue; if((p % 3) == 1 && Local) continue;
if((p % 2) == 1 && !Local) continue; if((p % 3) == 2 && !Local) continue;
CNetObj_Character PrevChar = m_pClient->m_aClients[i].m_RenderPrev; CNetObj_Character PrevChar = m_pClient->m_aClients[i].m_RenderPrev;
CNetObj_Character CurChar = m_pClient->m_aClients[i].m_RenderCur; CNetObj_Character CurChar = m_pClient->m_aClients[i].m_RenderCur;
if(p<3)
if(m_pClient->m_aClients[i].m_Spec && !m_pClient->m_Snap.m_aCharacters[i].m_Active)
{ {
int Skin = m_pClient->m_pSkins->Find("x_spec"); RenderHook(&PrevChar, &CurChar, &m_aRenderInfo[i], i);
if(Skin != -1)
{
m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
}
}
if(p<2)
{
RenderHook(
&PrevChar,
&CurChar,
&m_aRenderInfo[i],
i,
m_pClient->m_aClients[i].m_Spec && !m_pClient->m_Snap.m_aCharacters[i].m_Active
);
} }
else else
{ {
RenderPlayer( RenderPlayer(&PrevChar, &CurChar, &m_aRenderInfo[i], i);
&PrevChar,
&CurChar,
&m_aRenderInfo[i],
i,
m_pClient->m_aClients[i].m_Spec && !m_pClient->m_Snap.m_aCharacters[i].m_Active
);
} }
} }
} }

View file

@ -8,6 +8,7 @@ class CPlayers : public CComponent
{ {
friend class CGhost; friend class CGhost;
CTeeRenderInfo m_RenderInfoSpec;
CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS]; CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS];
void RenderHand(class CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha = 1.0f); void RenderHand(class CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha = 1.0f);
void RenderPlayer( void RenderPlayer(
@ -15,7 +16,6 @@ class CPlayers : public CComponent
const CNetObj_Character *pPlayerChar, const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo, const CTeeRenderInfo *pRenderInfo,
int ClientID, int ClientID,
bool Spec,
float Intra = 0.f float Intra = 0.f
); );
void RenderHook( void RenderHook(
@ -23,7 +23,6 @@ class CPlayers : public CComponent
const CNetObj_Character *pPlayerChar, const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo, const CTeeRenderInfo *pRenderInfo,
int ClientID, int ClientID,
bool Spec,
float Intra = 0.f float Intra = 0.f
); );

View file

@ -1135,6 +1135,11 @@ void CGameClient::OnNewSnapshot()
bool FoundGameInfoEx = false; bool FoundGameInfoEx = false;
for(int i = 0; i < MAX_CLIENTS; i++)
{
m_aClients[i].m_SpecCharPresent = false;
}
// go trough all the items in the snapshot and gather the info we want // go trough all the items in the snapshot and gather the info we want
{ {
m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0; m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;
@ -1288,12 +1293,9 @@ void CGameClient::OnNewSnapshot()
{ {
const CNetObj_SpecChar *pSpecCharData = (const CNetObj_SpecChar *)pData; const CNetObj_SpecChar *pSpecCharData = (const CNetObj_SpecChar *)pData;
m_aClients[Item.m_ID].m_SpecChar.m_X = pSpecCharData->m_X; m_aClients[Item.m_ID].m_SpecCharPresent = true;
m_aClients[Item.m_ID].m_SpecChar.m_Y = pSpecCharData->m_Y; m_aClients[Item.m_ID].m_SpecChar.x = pSpecCharData->m_X;
m_aClients[Item.m_ID].m_SpecChar.m_HookState = pSpecCharData->m_HookState; m_aClients[Item.m_ID].m_SpecChar.y = pSpecCharData->m_Y;
m_aClients[Item.m_ID].m_SpecChar.m_HookedPlayer = pSpecCharData->m_HookedPlayer;
m_aClients[Item.m_ID].m_SpecChar.m_HookX = pSpecCharData->m_HookX;
m_aClients[Item.m_ID].m_SpecChar.m_HookY = pSpecCharData->m_HookY;
} }
else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO) else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
{ {
@ -1864,8 +1866,8 @@ void CGameClient::CClientData::Reset()
m_Evolved.m_Tick = -1; m_Evolved.m_Tick = -1;
m_SpecChar.m_X = 0; m_SpecChar = vec2(0, 0);
m_SpecChar.m_Y = 0; m_SpecCharPresent = false;
UpdateRenderInfo(); UpdateRenderInfo();
} }

View file

@ -290,16 +290,8 @@ public:
int64 m_SmoothLen[2]; int64 m_SmoothLen[2];
vec2 m_PredPos[200]; vec2 m_PredPos[200];
int m_PredTick[200]; int m_PredTick[200];
bool m_SpecCharPresent;
struct SpecChar vec2 m_SpecChar;
{
int m_X;
int m_Y;
int m_HookState;
int m_HookedPlayer;
int m_HookX;
int m_HookY;
} m_SpecChar;
}; };
CClientData m_aClients[MAX_CLIENTS]; CClientData m_aClients[MAX_CLIENTS];

View file

@ -404,15 +404,11 @@ void CPlayer::Snap(int SnappingClient)
pRaceInfo->m_RaceStartTick = m_pCharacter->m_StartTime; pRaceInfo->m_RaceStartTick = m_pCharacter->m_StartTime;
} }
if(m_Paused == PAUSE_SPEC && m_pCharacter && m_pCharacter->Core()) if(m_pCharacter && m_pCharacter->IsPaused())
{ {
CNetObj_SpecChar *pSpecChar = static_cast<CNetObj_SpecChar *>(Server()->SnapNewItem(NETOBJTYPE_SPECCHAR, id, sizeof(CNetObj_SpecChar))); CNetObj_SpecChar *pSpecChar = static_cast<CNetObj_SpecChar *>(Server()->SnapNewItem(NETOBJTYPE_SPECCHAR, id, sizeof(CNetObj_SpecChar)));
pSpecChar->m_X = m_pCharacter->Core()->m_Pos.x; pSpecChar->m_X = m_pCharacter->Core()->m_Pos.x;
pSpecChar->m_Y = m_pCharacter->Core()->m_Pos.y; pSpecChar->m_Y = m_pCharacter->Core()->m_Pos.y;
pSpecChar->m_HookState = m_pCharacter->Core()->m_HookState;
pSpecChar->m_HookedPlayer = m_pCharacter->Core()->m_HookedPlayer;
pSpecChar->m_HookX = m_pCharacter->Core()->m_HookPos.x;
pSpecChar->m_HookY = m_pCharacter->Core()->m_HookPos.y;
} }
} }