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Merge #4811
4811: fix bug that sneaked in during refactoring (in #4775) r=def- a=C0D3D3V Was detected by missing hammer animation at very high ping by texnonik and bencie ## 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
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d140e05a2c
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@ -694,7 +694,7 @@ void CPlayers::OnRender()
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if(LocalClientID != -1 && m_pClient->m_Snap.m_aCharacters[LocalClientID].m_Active && IsPlayerInfoAvailable(LocalClientID))
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{
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const CGameClient::CClientData *pLocalClientData = &m_pClient->m_aClients[LocalClientID];
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RenderHook(&pLocalClientData->m_RenderPrev, &pLocalClientData->m_RenderPrev, &m_aRenderInfo[LocalClientID], LocalClientID);
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RenderHook(&pLocalClientData->m_RenderPrev, &pLocalClientData->m_RenderCur, &m_aRenderInfo[LocalClientID], LocalClientID);
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}
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// render spectating players
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@ -719,7 +719,7 @@ void CPlayers::OnRender()
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if(LocalClientID != -1 && m_pClient->m_Snap.m_aCharacters[LocalClientID].m_Active && IsPlayerInfoAvailable(LocalClientID))
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{
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const CGameClient::CClientData *pLocalClientData = &m_pClient->m_aClients[LocalClientID];
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RenderPlayer(&pLocalClientData->m_RenderPrev, &pLocalClientData->m_RenderPrev, &m_aRenderInfo[LocalClientID], LocalClientID);
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RenderPlayer(&pLocalClientData->m_RenderPrev, &pLocalClientData->m_RenderCur, &m_aRenderInfo[LocalClientID], LocalClientID);
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}
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}
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