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CHud::RenderPlayerState: Split ninja state rendering
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@ -952,12 +952,14 @@ void CHud::RenderPlayerState(const int ClientID)
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_aWeaponOffset[WEAPON_NINJA], x, y);
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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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x += 12;
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}
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if(pCharacter->m_aWeapons[WEAPON_NINJA].m_Got)
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{
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const int Max = g_pData->m_Weapons.m_Ninja.m_Duration * Client()->GameTickSpeed() / 1000;
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float NinjaProgress = clamp(pCharacter->m_Ninja.m_ActivationTick + g_pData->m_Weapons.m_Ninja.m_Duration * Client()->GameTickSpeed() / 1000 - Client()->GameTick(g_Config.m_ClDummy), 0, Max) / (float)Max;
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if(NinjaProgress > 0.0f && m_pClient->m_Snap.m_aCharacters[ClientID].m_HasExtendedDisplayInfo)
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{
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x += 12;
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RenderNinjaBarPos(x, y - 12, 6.f, 24.f, NinjaProgress);
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}
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}
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