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fixed so that the local player is always rendered above the other players
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@ -459,26 +459,35 @@ void PLAYERS::render_player(
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void PLAYERS::on_render()
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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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 < 2; p++)
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{
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// only render active characters
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if(!gameclient.snap.characters[i].active)
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continue;
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const void *prev_info = snap_find_item(SNAP_PREV, NETOBJTYPE_PLAYER_INFO, i);
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const void *info = snap_find_item(SNAP_CURRENT, NETOBJTYPE_PLAYER_INFO, i);
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if(prev_info && info)
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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NETOBJ_CHARACTER prev_char = gameclient.snap.characters[i].prev;
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NETOBJ_CHARACTER cur_char = gameclient.snap.characters[i].cur;
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// only render active characters
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if(!gameclient.snap.characters[i].active)
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continue;
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render_player(
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&prev_char,
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&cur_char,
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(const NETOBJ_PLAYER_INFO *)prev_info,
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(const NETOBJ_PLAYER_INFO *)info
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);
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}
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const void *prev_info = snap_find_item(SNAP_PREV, NETOBJTYPE_PLAYER_INFO, i);
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const void *info = snap_find_item(SNAP_CURRENT, NETOBJTYPE_PLAYER_INFO, i);
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if(prev_info && info)
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{
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//
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bool local = ((const NETOBJ_PLAYER_INFO *)info)->local !=0;
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if(p == 0 && local) continue;
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if(p == 1 && !local) continue;
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NETOBJ_CHARACTER prev_char = gameclient.snap.characters[i].prev;
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NETOBJ_CHARACTER cur_char = gameclient.snap.characters[i].cur;
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render_player(
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&prev_char,
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&cur_char,
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(const NETOBJ_PLAYER_INFO *)prev_info,
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(const NETOBJ_PLAYER_INFO *)info
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);
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}
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}
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}
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}
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