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always use inferred tuning instead of current one
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f18a47ae30
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@ -29,7 +29,7 @@ void CItems::RenderProjectile(const CProjectileData *pCurrent, int ItemID)
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// get positions
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float Curvature = 0;
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float Speed = 0;
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CTuningParams Tuning = pCurrent->m_TuneZone ? GameClient()->GetTunes(pCurrent->m_TuneZone) : m_pClient->m_Tuning[g_Config.m_ClDummy];
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CTuningParams Tuning = GameClient()->GetTunes(pCurrent->m_TuneZone);
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if(CurWeapon == WEAPON_GRENADE)
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{
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Curvature = Tuning.m_GrenadeCurvature;
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@ -236,6 +236,8 @@ void CItems::RenderLaser(const struct CNetObj_Laser *pCurrent, bool IsPredicted)
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RGB = color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClLaserInnerColor));
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ColorRGBA InnerColor(RGB.r, RGB.g, RGB.b, 1.0f);
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int TuneZone = GameClient()->m_GameWorld.m_WorldConfig.m_UseTuneZones ? Collision()->IsTune(Collision()->GetMapIndex(From)) : 0;
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vec2 Dir;
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if(Len > 0)
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{
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@ -247,7 +249,7 @@ void CItems::RenderLaser(const struct CNetObj_Laser *pCurrent, bool IsPredicted)
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else
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Ticks = (float)(Client()->GameTick(g_Config.m_ClDummy) - pCurrent->m_StartTick) + Client()->IntraGameTick(g_Config.m_ClDummy);
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float Ms = (Ticks / 50.0f) * 1000.0f;
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float a = Ms / m_pClient->m_Tuning[g_Config.m_ClDummy].m_LaserBounceDelay;
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float a = Ms / m_pClient->GetTunes(TuneZone).m_LaserBounceDelay;
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a = clamp(a, 0.0f, 1.0f);
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float Ia = 1 - a;
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@ -503,7 +505,7 @@ void CItems::ReconstructSmokeTrail(const CProjectileData *pCurrent, int DestroyT
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// get positions
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float Curvature = 0;
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float Speed = 0;
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CTuningParams Tuning = pCurrent->m_TuneZone ? GameClient()->GetTunes(pCurrent->m_TuneZone) : m_pClient->m_Tuning[g_Config.m_ClDummy];
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CTuningParams Tuning = GameClient()->GetTunes(pCurrent->m_TuneZone);
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if(pCurrent->m_Type == WEAPON_GRENADE)
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{
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@ -2222,11 +2222,10 @@ void CGameClient::UpdatePrediction()
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m_GameWorld.m_WorldConfig.m_IsSolo = !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData && !m_Tuning[g_Config.m_ClDummy].m_PlayerCollision && !m_Tuning[g_Config.m_ClDummy].m_PlayerHooking;
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// update the tuning/tunezone at the local character position with the latest tunings received before the new snapshot
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int TuneZone = Collision()->IsTune(Collision()->GetMapIndex(vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y)));
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if(!TuneZone || !m_GameWorld.m_WorldConfig.m_UseTuneZones)
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m_GameWorld.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
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else
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m_GameWorld.TuningList()[TuneZone] = m_GameWorld.m_Core.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
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int TuneZone = 0;
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if(m_GameWorld.m_WorldConfig.m_UseTuneZones)
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TuneZone = Collision()->IsTune(Collision()->GetMapIndex(vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y)));
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m_GameWorld.TuningList()[TuneZone] = m_GameWorld.m_Core.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
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// if ddnetcharacter is available, ignore server-wide tunings for hook and collision
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if(m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData)
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