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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bors[bot] 2022-03-19 00:05:30 +00:00 committed by GitHub
commit caaed712ed
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@ -166,7 +166,13 @@ void CEffects::PlayerDeath(vec2 Pos, int ClientID)
if(ClientID >= 0)
{
if(m_pClient->m_aClients[ClientID].m_UseCustomColor)
// Use m_RenderInfo.m_CustomColoredSkin instead of m_UseCustomColor
// m_UseCustomColor says if the player's skin has a custom color (value sent from the client side)
// m_RenderInfo.m_CustomColoredSkin Defines if in the context of the game the color is being customized,
// 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.
// And will use the team body color to create player death effect instead of tee color
if(m_pClient->m_aClients[ClientID].m_RenderInfo.m_CustomColoredSkin)
BloodColor = m_pClient->m_aClients[ClientID].m_RenderInfo.m_ColorBody;
else
{