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Use local inputs for direction arrows and aim line toggle
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d11048ad36
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@ -58,18 +58,29 @@ void CNamePlates::RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pP
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YOffset -= ShowDirectionImgSize;
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vec2 ShowDirectionPos = vec2(Position.x - 11.0f, YOffset);
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if(m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_Cur.m_Direction == -1)
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bool DirLeft = m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_Cur.m_Direction == -1;
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bool DirRight = m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_Cur.m_Direction == 1;
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bool Jump = m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_Cur.m_Jumped & 1;
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if(pPlayerInfo->m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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DirLeft = m_pClient->m_Controls.m_aInputData[g_Config.m_ClDummy].m_Direction == -1;
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DirRight = m_pClient->m_Controls.m_aInputData[g_Config.m_ClDummy].m_Direction == 1;
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Jump = m_pClient->m_Controls.m_aInputData[g_Config.m_ClDummy].m_Jump == 1;
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}
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if(DirLeft)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
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Graphics()->QuadsSetRotation(pi);
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Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, ShowDirectionPos.x - 30.f, ShowDirectionPos.y);
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}
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else if(m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_Cur.m_Direction == 1)
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else if(DirRight)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
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Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, ShowDirectionPos.x + 30.f, ShowDirectionPos.y);
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}
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if(m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_Cur.m_Jumped & 1)
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if(Jump)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
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Graphics()->QuadsSetRotation(pi * 3 / 2);
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@ -156,6 +156,9 @@ void CPlayers::RenderHookCollLine(
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{
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bool AlwaysRenderHookColl = GameClient()->m_GameInfo.m_AllowHookColl && (Local ? g_Config.m_ClShowHookCollOwn : g_Config.m_ClShowHookCollOther) == 2;
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bool RenderHookCollPlayer = ClientID >= 0 && Player.m_PlayerFlags & PLAYERFLAG_AIM && (Local ? g_Config.m_ClShowHookCollOwn : g_Config.m_ClShowHookCollOther) > 0;
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if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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RenderHookCollPlayer = GameClient()->m_Controls.m_aShowHookColl[g_Config.m_ClDummy] && g_Config.m_ClShowHookCollOwn > 0;
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bool RenderHookCollVideo = true;
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#if defined(CONF_VIDEORECORDER)
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RenderHookCollVideo = !IVideo::Current() || g_Config.m_ClVideoShowHookCollOther || Local;
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