mirror of
https://github.com/ddnet/ddnet.git
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Merge #2368
2368: Make spec character rendering a bit cleaner r=def- a=heinrich5991 Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
This commit is contained in:
commit
97c7525438
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@ -270,13 +270,9 @@ Objects = [
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NetIntAny("m_Test"),
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]),
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NetObjectEx("SpecChar", "spec-char-2@netobj.ddnet.tw", [
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NetObjectEx("SpecChar", "spec-char@netobj.ddnet.tw", [
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NetIntAny("m_X"),
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NetIntAny("m_Y"),
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NetIntAny("m_HookState"),
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NetIntAny("m_HookedPlayer"),
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NetIntAny("m_HookX"),
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NetIntAny("m_HookY"),
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]),
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]
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@ -339,8 +339,8 @@ void CGhost::OnRender()
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Player.m_AttackTick += Client()->GameTick(g_Config.m_ClDummy) - GhostTick;
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m_pClient->m_pPlayers->RenderHook(&Prev, &Player, &pGhost->m_RenderInfo , -2, false, IntraTick);
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m_pClient->m_pPlayers->RenderPlayer(&Prev, &Player, &pGhost->m_RenderInfo, -2, false, IntraTick);
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m_pClient->m_pPlayers->RenderHook(&Prev, &Player, &pGhost->m_RenderInfo , -2, IntraTick);
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m_pClient->m_pPlayers->RenderPlayer(&Prev, &Player, &pGhost->m_RenderInfo, -2, IntraTick);
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}
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}
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@ -35,11 +35,12 @@ void CNamePlates::RenderNameplate(
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else
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Position = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick(g_Config.m_ClDummy));
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if(m_pClient->m_aClients[ClientID].m_Spec)
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{
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Position.x = m_pClient->m_aClients[ClientID].m_SpecChar.m_X;
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Position.y = m_pClient->m_aClients[ClientID].m_SpecChar.m_Y;
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}
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RenderNameplatePos(Position, pPlayerInfo, 1.0f);
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}
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void CNamePlates::RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pPlayerInfo, float Alpha)
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{
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int ClientID = pPlayerInfo->m_ClientID;
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bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
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@ -120,16 +121,8 @@ void CNamePlates::RenderNameplate(
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}
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else
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{
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if(m_pClient->m_aClients[ClientID].m_Spec)
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{
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TOutlineColor.Set(0.0f, 0.0f, 0.0f, 0.2f * g_Config.m_ClShowOthersAlpha / 100.0f);
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TColor.Set(rgb.r, rgb.g, rgb.b, g_Config.m_ClShowOthersAlpha / 100.0f);
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}
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else
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{
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TOutlineColor.Set(0.0f, 0.0f, 0.0f, 0.5f*a);
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TColor.Set(rgb.r, rgb.g, rgb.b, a);
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}
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TOutlineColor.Set(0.0f, 0.0f, 0.0f, 0.5f*a);
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TColor.Set(rgb.r, rgb.g, rgb.b, a);
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}
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if(g_Config.m_ClNameplatesTeamcolors && m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS)
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{
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@ -139,6 +132,9 @@ void CNamePlates::RenderNameplate(
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TColor.Set(0.7f, 0.7f, 1.0f, a);
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}
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TOutlineColor.m_A *= Alpha;
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TColor.m_A *= Alpha;
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if(m_aNamePlates[ClientID].m_NameTextContainerIndex != -1)
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TextRender()->RenderTextContainer(m_aNamePlates[ClientID].m_NameTextContainerIndex, &TColor, &TOutlineColor, Position.x - tw / 2.0f, Position.y - FontSize - 38.0f);
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@ -172,18 +168,25 @@ void CNamePlates::OnRender()
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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// only render active characters
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if(!m_pClient->m_Snap.m_aCharacters[i].m_Active && (!m_pClient->m_aClients[i].m_Spec || !g_Config.m_ClShowSpecTee))
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const void *pInfoRaw = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
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const CNetObj_PlayerInfo *pInfo = (CNetObj_PlayerInfo *)pInfoRaw;
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if(!pInfo)
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{
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continue;
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}
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const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
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if(m_pClient->m_aClients[i].m_SpecCharPresent)
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{
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RenderNameplatePos(m_pClient->m_aClients[i].m_SpecChar, pInfo, 0.4f);
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}
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if(pInfo)
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// only render active characters
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if(m_pClient->m_Snap.m_aCharacters[i].m_Active)
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{
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RenderNameplate(
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&m_pClient->m_Snap.m_aCharacters[i].m_Prev,
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&m_pClient->m_Snap.m_aCharacters[i].m_Cur,
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(const CNetObj_PlayerInfo *)pInfo);
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pInfo);
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}
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}
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}
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@ -39,6 +39,7 @@ class CNamePlates : public CComponent
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const CNetObj_Character *pPlayerChar,
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const CNetObj_PlayerInfo *pPlayerInfo
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);
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void RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pPlayerInfo, float Alpha);
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SPlayerNamePlate m_aNamePlates[MAX_CLIENTS];
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class CPlayers* m_pPlayers;
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@ -81,7 +81,6 @@ void CPlayers::RenderHook(
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const CNetObj_Character *pPlayerChar,
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const CTeeRenderInfo *pRenderInfo,
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int ClientID,
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bool Spec,
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float Intra
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)
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{
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@ -92,13 +91,8 @@ void CPlayers::RenderHook(
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CTeeRenderInfo RenderInfo = *pRenderInfo;
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int HookedPlayer = pPlayerChar->m_HookedPlayer;
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if(Spec)
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HookedPlayer = m_pClient->m_aClients[ClientID].m_SpecChar.m_HookedPlayer;
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// don't render hooks to not active character cores
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if(HookedPlayer != -1 && !m_pClient->m_Snap.m_aCharacters[HookedPlayer].m_Active)
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if(pPlayerChar->m_HookedPlayer != -1 && !m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Active)
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return;
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float IntraTick = Intra;
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@ -115,14 +109,8 @@ void CPlayers::RenderHook(
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else
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Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
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if(Spec)
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{
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Position.x = m_pClient->m_aClients[ClientID].m_SpecChar.m_X;
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Position.y = m_pClient->m_aClients[ClientID].m_SpecChar.m_Y;
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}
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// draw hook
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if((Prev.m_HookState>0 && Player.m_HookState>0) || (Spec && m_pClient->m_aClients[ClientID].m_SpecChar.m_HookState>0))
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if(Prev.m_HookState>0 && Player.m_HookState>0)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
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@ -133,13 +121,8 @@ void CPlayers::RenderHook(
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vec2 Pos = Position;
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vec2 HookPos;
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if(in_range(HookedPlayer, MAX_CLIENTS-1))
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HookPos = m_pClient->m_aClients[HookedPlayer].m_RenderPos;
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else if(Spec)
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{
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HookPos.x = m_pClient->m_aClients[ClientID].m_SpecChar.m_HookX;
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HookPos.y = m_pClient->m_aClients[ClientID].m_SpecChar.m_HookY;
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}
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if(in_range(pPlayerChar->m_HookedPlayer, MAX_CLIENTS-1))
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HookPos = m_pClient->m_aClients[pPlayerChar->m_HookedPlayer].m_RenderPos;
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else
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HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
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@ -150,7 +133,7 @@ void CPlayers::RenderHook(
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Graphics()->QuadsSetRotation(GetAngle(Dir)+pi);
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// render head
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int QuadOffset = NUM_WEAPONS * 2 + 2;
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if(OtherTeam || Spec)
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if(OtherTeam)
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
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Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookPos.x, HookPos.y);
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@ -173,7 +156,7 @@ void CPlayers::RenderHook(
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Graphics()->QuadsSetRotation(0);
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0), (OtherTeam || Spec) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f);
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RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0), OtherTeam ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f);
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}
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}
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@ -182,7 +165,6 @@ void CPlayers::RenderPlayer(
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const CNetObj_Character *pPlayerChar,
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const CTeeRenderInfo *pRenderInfo,
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int ClientID,
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bool Spec,
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float Intra
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)
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{
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@ -195,7 +177,7 @@ void CPlayers::RenderPlayer(
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bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID;
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bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
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float Alpha = (OtherTeam || Spec) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f;
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float Alpha = OtherTeam ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f;
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// set size
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RenderInfo.m_Size = 64.0f;
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@ -253,12 +235,6 @@ void CPlayers::RenderPlayer(
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else
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Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
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if(Spec)
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{
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Position.x = m_pClient->m_aClients[ClientID].m_SpecChar.m_X;
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Position.y = m_pClient->m_aClients[ClientID].m_SpecChar.m_Y;
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}
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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);
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m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f);
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@ -304,7 +280,6 @@ void CPlayers::RenderPlayer(
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}
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// draw gun
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if(!Spec)
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{
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#if defined(CONF_VIDEORECORDER)
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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)))))
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@ -586,14 +561,11 @@ void CPlayers::RenderPlayer(
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Graphics()->QuadsSetRotation(0);
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}
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if(OtherTeam || Spec || ClientID < 0)
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if(OtherTeam || ClientID < 0)
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RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position, g_Config.m_ClShowOthersAlpha / 100.0f);
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else
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RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);
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if(Spec)
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return;
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int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2;
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if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING)
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{
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|
@ -680,57 +652,53 @@ void CPlayers::OnRender()
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}
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}
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}
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m_RenderInfoSpec.m_Texture = m_pClient->m_pSkins->Get(m_pClient->m_pSkins->Find("x_spec"))->m_OrgTexture;
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m_RenderInfoSpec.m_Size = 64.0f;
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// render other players in two passes, first pass we render the other, second pass we render our self
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for(int p = 0; p < 4; p++)
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// render other players in three passes, first pass we render spectees,
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// then everyone but us, and finally we render ourselves
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for(int p = 0; p < 6; p++)
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{
|
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for(int i = 0; i < MAX_CLIENTS; i++)
|
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{
|
||||
// only render active characters
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if(!m_pClient->m_Snap.m_aCharacters[i].m_Active && (!m_pClient->m_aClients[i].m_Spec || !g_Config.m_ClShowSpecTee))
|
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if(p % 3 == 0 && !m_pClient->m_aClients[i].m_SpecCharPresent)
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continue;
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if(p % 3 != 0 && !m_pClient->m_Snap.m_aCharacters[i].m_Active)
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continue;
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const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i);
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const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
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if(pPrevInfo && pInfo)
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if(p % 3 == 0)
|
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{
|
||||
if(p < 3)
|
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{
|
||||
continue;
|
||||
}
|
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vec2 Pos = m_pClient->m_aClients[i].m_SpecChar;
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RenderTools()->RenderTee(CAnimState::GetIdle(), &m_RenderInfoSpec, EMOTE_BLINK, vec2(1, 0), Pos, 1.0f);
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}
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else
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{
|
||||
const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i);
|
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const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
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if(!pPrevInfo || !pInfo)
|
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{
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||||
continue;
|
||||
}
|
||||
|
||||
bool Local = m_pClient->m_Snap.m_LocalClientID == i;
|
||||
if((p % 2) == 0 && Local) continue;
|
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if((p % 2) == 1 && !Local) continue;
|
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if((p % 3) == 1 && Local) continue;
|
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if((p % 3) == 2 && !Local) continue;
|
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|
||||
CNetObj_Character PrevChar = m_pClient->m_aClients[i].m_RenderPrev;
|
||||
CNetObj_Character CurChar = m_pClient->m_aClients[i].m_RenderCur;
|
||||
|
||||
|
||||
if(m_pClient->m_aClients[i].m_Spec && !m_pClient->m_Snap.m_aCharacters[i].m_Active)
|
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if(p<3)
|
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{
|
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int Skin = m_pClient->m_pSkins->Find("x_spec");
|
||||
if(Skin != -1)
|
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{
|
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m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
|
||||
}
|
||||
}
|
||||
|
||||
if(p<2)
|
||||
{
|
||||
RenderHook(
|
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&PrevChar,
|
||||
&CurChar,
|
||||
&m_aRenderInfo[i],
|
||||
i,
|
||||
m_pClient->m_aClients[i].m_Spec && !m_pClient->m_Snap.m_aCharacters[i].m_Active
|
||||
);
|
||||
RenderHook(&PrevChar, &CurChar, &m_aRenderInfo[i], i);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPlayer(
|
||||
&PrevChar,
|
||||
&CurChar,
|
||||
&m_aRenderInfo[i],
|
||||
i,
|
||||
m_pClient->m_aClients[i].m_Spec && !m_pClient->m_Snap.m_aCharacters[i].m_Active
|
||||
);
|
||||
RenderPlayer(&PrevChar, &CurChar, &m_aRenderInfo[i], i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,6 +8,7 @@ class CPlayers : public CComponent
|
|||
{
|
||||
friend class CGhost;
|
||||
|
||||
CTeeRenderInfo m_RenderInfoSpec;
|
||||
CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS];
|
||||
void RenderHand(class CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha = 1.0f);
|
||||
void RenderPlayer(
|
||||
|
@ -15,7 +16,6 @@ class CPlayers : public CComponent
|
|||
const CNetObj_Character *pPlayerChar,
|
||||
const CTeeRenderInfo *pRenderInfo,
|
||||
int ClientID,
|
||||
bool Spec,
|
||||
float Intra = 0.f
|
||||
);
|
||||
void RenderHook(
|
||||
|
@ -23,7 +23,6 @@ class CPlayers : public CComponent
|
|||
const CNetObj_Character *pPlayerChar,
|
||||
const CTeeRenderInfo *pRenderInfo,
|
||||
int ClientID,
|
||||
bool Spec,
|
||||
float Intra = 0.f
|
||||
);
|
||||
|
||||
|
|
|
@ -1135,6 +1135,11 @@ void CGameClient::OnNewSnapshot()
|
|||
|
||||
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
|
||||
{
|
||||
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;
|
||||
|
||||
m_aClients[Item.m_ID].m_SpecChar.m_X = pSpecCharData->m_X;
|
||||
m_aClients[Item.m_ID].m_SpecChar.m_Y = pSpecCharData->m_Y;
|
||||
m_aClients[Item.m_ID].m_SpecChar.m_HookState = pSpecCharData->m_HookState;
|
||||
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;
|
||||
m_aClients[Item.m_ID].m_SpecCharPresent = true;
|
||||
m_aClients[Item.m_ID].m_SpecChar.x = pSpecCharData->m_X;
|
||||
m_aClients[Item.m_ID].m_SpecChar.y = pSpecCharData->m_Y;
|
||||
}
|
||||
else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
|
||||
{
|
||||
|
@ -1864,8 +1866,8 @@ void CGameClient::CClientData::Reset()
|
|||
|
||||
m_Evolved.m_Tick = -1;
|
||||
|
||||
m_SpecChar.m_X = 0;
|
||||
m_SpecChar.m_Y = 0;
|
||||
m_SpecChar = vec2(0, 0);
|
||||
m_SpecCharPresent = false;
|
||||
|
||||
UpdateRenderInfo();
|
||||
}
|
||||
|
|
|
@ -290,16 +290,8 @@ public:
|
|||
int64 m_SmoothLen[2];
|
||||
vec2 m_PredPos[200];
|
||||
int m_PredTick[200];
|
||||
|
||||
struct SpecChar
|
||||
{
|
||||
int m_X;
|
||||
int m_Y;
|
||||
int m_HookState;
|
||||
int m_HookedPlayer;
|
||||
int m_HookX;
|
||||
int m_HookY;
|
||||
} m_SpecChar;
|
||||
bool m_SpecCharPresent;
|
||||
vec2 m_SpecChar;
|
||||
};
|
||||
|
||||
CClientData m_aClients[MAX_CLIENTS];
|
||||
|
|
|
@ -404,15 +404,11 @@ void CPlayer::Snap(int SnappingClient)
|
|||
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)));
|
||||
pSpecChar->m_X = m_pCharacter->Core()->m_Pos.x;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue