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Merge #4841
4841: Fix player death effect color r=def- a=srdante Fixes #4836 <!-- What is the motivation for the changes of this pull request --> ## Checklist - [x] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [x] Considered possible null pointers and out of bounds array indexing - [x] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: srdante <minidantebtc@gmail.com>
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@ -166,7 +166,13 @@ void CEffects::PlayerDeath(vec2 Pos, int ClientID)
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if(ClientID >= 0)
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{
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if(m_pClient->m_aClients[ClientID].m_UseCustomColor)
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// Use m_RenderInfo.m_CustomColoredSkin instead of m_UseCustomColor
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// m_UseCustomColor says if the player's skin has a custom color (value sent from the client side)
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// m_RenderInfo.m_CustomColoredSkin Defines if in the context of the game the color is being customized,
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// Using this value if the game is teams (red and blue), this value will be true even if the skin is with the normal color.
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// And will use the team body color to create player death effect instead of tee color
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if(m_pClient->m_aClients[ClientID].m_RenderInfo.m_CustomColoredSkin)
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BloodColor = m_pClient->m_aClients[ClientID].m_RenderInfo.m_ColorBody;
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else
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{
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