6580: Fix cl_show_others_alpha not used in places where it can be r=Robyt3 a=edg-l

There are some things like damage indicator, spawn particles, etc which we have no way to properly set alpha based on team/solo knowledge because they don't have any info about that. (to my knowledge)

Fixes #6520

## 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 (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] 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: Edgar <git@edgarluque.com>
Co-authored-by: Edgar Luque <git@edgarluque.com>
This commit is contained in:
bors[bot] 2023-05-12 14:04:10 +00:00 committed by GitHub
commit ddf57c9277
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 98 additions and 43 deletions

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@ -1,14 +1,14 @@
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <base/color.h>
#include <engine/demo.h> #include <engine/demo.h>
#include <engine/graphics.h> #include <engine/graphics.h>
#include <game/client/gameclient.h>
#include <game/client/render.h>
#include <game/generated/client_data.h> #include <game/generated/client_data.h>
#include <game/generated/protocol.h> #include <game/generated/protocol.h>
#include "damageind.h" #include "damageind.h"
#include <game/client/render.h>
#include <game/client/gameclient.h>
CDamageInd::CDamageInd() CDamageInd::CDamageInd()
{ {
@ -33,7 +33,7 @@ void CDamageInd::DestroyI(CDamageInd::CItem *pItem)
*pItem = m_aItems[m_NumItems]; *pItem = m_aItems[m_NumItems];
} }
void CDamageInd::Create(vec2 Pos, vec2 Dir) void CDamageInd::Create(vec2 Pos, vec2 Dir, float Alpha)
{ {
CItem *pItem = CreateI(); CItem *pItem = CreateI();
if(pItem) if(pItem)
@ -42,6 +42,8 @@ void CDamageInd::Create(vec2 Pos, vec2 Dir)
pItem->m_StartTime = LocalTime(); pItem->m_StartTime = LocalTime();
pItem->m_Dir = Dir * -1; pItem->m_Dir = Dir * -1;
pItem->m_StartAngle = -random_angle(); pItem->m_StartAngle = -random_angle();
pItem->m_Color = ColorRGBA(1.0f, 1.0f, 1.0f, Alpha);
pItem->m_StartAlpha = Alpha;
} }
} }
@ -71,7 +73,11 @@ void CDamageInd::OnRender()
else else
{ {
vec2 Pos = mix(m_aItems[i].m_Pos + m_aItems[i].m_Dir * 75.0f, m_aItems[i].m_Pos, clamp((Life - 0.60f) / 0.15f, 0.0f, 1.0f)); vec2 Pos = mix(m_aItems[i].m_Pos + m_aItems[i].m_Dir * 75.0f, m_aItems[i].m_Pos, clamp((Life - 0.60f) / 0.15f, 0.0f, 1.0f));
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Life / 0.1f); ColorRGBA Color = m_aItems[i].m_Color;
float LifeAlpha = Life / 0.1f;
Color.a = m_aItems[i].m_StartAlpha * LifeAlpha;
Graphics()->SetColor(Color);
Graphics()->QuadsSetRotation(m_aItems[i].m_StartAngle + Life * 2.0f); Graphics()->QuadsSetRotation(m_aItems[i].m_StartAngle + Life * 2.0f);
Graphics()->RenderQuadContainerAsSprite(m_DmgIndQuadContainerIndex, 0, Pos.x, Pos.y); Graphics()->RenderQuadContainerAsSprite(m_DmgIndQuadContainerIndex, 0, Pos.x, Pos.y);
i++; i++;

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@ -2,6 +2,7 @@
/* If you are missing that file, acquire a complete release at teeworlds.com. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_COMPONENTS_DAMAGEIND_H #ifndef GAME_CLIENT_COMPONENTS_DAMAGEIND_H
#define GAME_CLIENT_COMPONENTS_DAMAGEIND_H #define GAME_CLIENT_COMPONENTS_DAMAGEIND_H
#include <base/color.h>
#include <base/vmath.h> #include <base/vmath.h>
#include <game/client/component.h> #include <game/client/component.h>
@ -14,6 +15,8 @@ class CDamageInd : public CComponent
vec2 m_Dir; vec2 m_Dir;
float m_StartTime; float m_StartTime;
float m_StartAngle; float m_StartAngle;
ColorRGBA m_Color;
float m_StartAlpha;
}; };
enum enum
@ -33,7 +36,7 @@ public:
CDamageInd(); CDamageInd();
virtual int Sizeof() const override { return sizeof(*this); } virtual int Sizeof() const override { return sizeof(*this); }
void Create(vec2 Pos, vec2 Dir); void Create(vec2 Pos, vec2 Dir, float Alpha);
void Reset(); void Reset();
virtual void OnRender() override; virtual void OnRender() override;
virtual void OnInit() override; virtual void OnInit() override;

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@ -22,7 +22,7 @@ CEffects::CEffects()
m_Add100hz = false; m_Add100hz = false;
} }
void CEffects::AirJump(vec2 Pos) void CEffects::AirJump(vec2 Pos, float Alpha)
{ {
CParticle p; CParticle p;
p.SetDefault(); p.SetDefault();
@ -37,6 +37,8 @@ void CEffects::AirJump(vec2 Pos)
p.m_Gravity = 500; p.m_Gravity = 500;
p.m_Friction = 0.7f; p.m_Friction = 0.7f;
p.m_FlowAffected = 0.0f; p.m_FlowAffected = 0.0f;
p.m_Color.a = Alpha;
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p); m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
p.m_Pos = Pos + vec2(6.0f, 16.0f); p.m_Pos = Pos + vec2(6.0f, 16.0f);
@ -46,9 +48,9 @@ void CEffects::AirJump(vec2 Pos)
m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, Pos); m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, Pos);
} }
void CEffects::DamageIndicator(vec2 Pos, vec2 Dir) void CEffects::DamageIndicator(vec2 Pos, vec2 Dir, float Alpha)
{ {
m_pClient->m_DamageInd.Create(Pos, Dir); m_pClient->m_DamageInd.Create(Pos, Dir, Alpha);
} }
void CEffects::ResetDamageIndicator() void CEffects::ResetDamageIndicator()
@ -56,7 +58,7 @@ void CEffects::ResetDamageIndicator()
m_pClient->m_DamageInd.Reset(); m_pClient->m_DamageInd.Reset();
} }
void CEffects::PowerupShine(vec2 Pos, vec2 Size) void CEffects::PowerupShine(vec2 Pos, vec2 Size, float Alpha)
{ {
if(!m_Add50hz) if(!m_Add50hz)
return; return;
@ -74,10 +76,12 @@ void CEffects::PowerupShine(vec2 Pos, vec2 Size)
p.m_Gravity = 500; p.m_Gravity = 500;
p.m_Friction = 0.9f; p.m_Friction = 0.9f;
p.m_FlowAffected = 0.0f; p.m_FlowAffected = 0.0f;
p.m_Color.a = Alpha;
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p); m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
} }
void CEffects::FreezingFlakes(vec2 Pos, vec2 Size) void CEffects::FreezingFlakes(vec2 Pos, vec2 Size, float Alpha)
{ {
if(!m_Add5hz) if(!m_Add5hz)
return; return;
@ -99,6 +103,8 @@ void CEffects::FreezingFlakes(vec2 Pos, vec2 Size)
p.m_Friction = 0.9f; p.m_Friction = 0.9f;
p.m_FlowAffected = 0.0f; p.m_FlowAffected = 0.0f;
p.m_Collides = false; p.m_Collides = false;
p.m_Color.a = Alpha;
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_EXTRA, &p); m_pClient->m_Particles.Add(CParticles::GROUP_EXTRA, &p);
} }
@ -117,11 +123,12 @@ void CEffects::SmokeTrail(vec2 Pos, vec2 Vel, float Alpha, float TimePassed)
p.m_EndSize = 0; p.m_EndSize = 0;
p.m_Friction = 0.7f; p.m_Friction = 0.7f;
p.m_Gravity = random_float(-500.0f); p.m_Gravity = random_float(-500.0f);
p.m_Color.a *= Alpha; p.m_Color.a = Alpha;
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_PROJECTILE_TRAIL, &p, TimePassed); m_pClient->m_Particles.Add(CParticles::GROUP_PROJECTILE_TRAIL, &p, TimePassed);
} }
void CEffects::SkidTrail(vec2 Pos, vec2 Vel) void CEffects::SkidTrail(vec2 Pos, vec2 Vel, float Alpha)
{ {
if(!m_Add100hz) if(!m_Add100hz)
return; return;
@ -136,7 +143,8 @@ void CEffects::SkidTrail(vec2 Pos, vec2 Vel)
p.m_EndSize = 0; p.m_EndSize = 0;
p.m_Friction = 0.7f; p.m_Friction = 0.7f;
p.m_Gravity = random_float(-500.0f); p.m_Gravity = random_float(-500.0f);
p.m_Color = ColorRGBA(0.75f, 0.75f, 0.75f, 1.0f); p.m_Color = ColorRGBA(0.75f, 0.75f, 0.75f, Alpha);
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p); m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
} }
@ -154,10 +162,11 @@ void CEffects::BulletTrail(vec2 Pos, float Alpha, float TimePassed)
p.m_EndSize = 0; p.m_EndSize = 0;
p.m_Friction = 0.7f; p.m_Friction = 0.7f;
p.m_Color.a *= Alpha; p.m_Color.a *= Alpha;
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_PROJECTILE_TRAIL, &p, TimePassed); m_pClient->m_Particles.Add(CParticles::GROUP_PROJECTILE_TRAIL, &p, TimePassed);
} }
void CEffects::PlayerSpawn(vec2 Pos) void CEffects::PlayerSpawn(vec2 Pos, float Alpha)
{ {
for(int i = 0; i < 32; i++) for(int i = 0; i < 32; i++)
{ {
@ -173,14 +182,15 @@ void CEffects::PlayerSpawn(vec2 Pos)
p.m_Rotspeed = random_float(); p.m_Rotspeed = random_float();
p.m_Gravity = random_float(-400.0f); p.m_Gravity = random_float(-400.0f);
p.m_Friction = 0.7f; p.m_Friction = 0.7f;
p.m_Color = ColorRGBA(0xb5 / 255.0f, 0x50 / 255.0f, 0xcb / 255.0f, 1.0f); p.m_Color = ColorRGBA(0xb5 / 255.0f, 0x50 / 255.0f, 0xcb / 255.0f, Alpha);
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p); m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
} }
if(g_Config.m_SndGame) if(g_Config.m_SndGame)
m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SPAWN, 1.0f, Pos); m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SPAWN, 1.0f, Pos);
} }
void CEffects::PlayerDeath(vec2 Pos, int ClientID) void CEffects::PlayerDeath(vec2 Pos, int ClientID, float Alpha)
{ {
ColorRGBA BloodColor(1.0f, 1.0f, 1.0f); ColorRGBA BloodColor(1.0f, 1.0f, 1.0f);
@ -215,12 +225,13 @@ void CEffects::PlayerDeath(vec2 Pos, int ClientID)
p.m_Gravity = 800.0f; p.m_Gravity = 800.0f;
p.m_Friction = 0.8f; p.m_Friction = 0.8f;
ColorRGBA c = BloodColor.v4() * random_float(0.75f, 1.0f); ColorRGBA c = BloodColor.v4() * random_float(0.75f, 1.0f);
p.m_Color = ColorRGBA(c.r, c.g, c.b, 0.75f); p.m_Color = ColorRGBA(c.r, c.g, c.b, 0.75f * Alpha);
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p); m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
} }
} }
void CEffects::Explosion(vec2 Pos) void CEffects::Explosion(vec2 Pos, float Alpha)
{ {
// add to flow // add to flow
for(int y = -8; y <= 8; y++) for(int y = -8; y <= 8; y++)
@ -242,6 +253,8 @@ void CEffects::Explosion(vec2 Pos)
p.m_StartSize = 150.0f; p.m_StartSize = 150.0f;
p.m_EndSize = 0; p.m_EndSize = 0;
p.m_Rot = random_angle(); p.m_Rot = random_angle();
p.m_Color.a = Alpha;
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p); m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p);
// add the smoke // add the smoke
@ -257,11 +270,13 @@ void CEffects::Explosion(vec2 Pos)
p.m_Gravity = random_float(-800.0f); p.m_Gravity = random_float(-800.0f);
p.m_Friction = 0.4f; p.m_Friction = 0.4f;
p.m_Color = mix(vec4(0.75f, 0.75f, 0.75f, 1.0f), vec4(0.5f, 0.5f, 0.5f, 1.0f), random_float()); p.m_Color = mix(vec4(0.75f, 0.75f, 0.75f, 1.0f), vec4(0.5f, 0.5f, 0.5f, 1.0f), random_float());
p.m_Color.a *= Alpha;
p.m_StartAlpha = p.m_Color.a;
m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p); m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
} }
} }
void CEffects::HammerHit(vec2 Pos) void CEffects::HammerHit(vec2 Pos, float Alpha)
{ {
// add the explosion // add the explosion
CParticle p; CParticle p;
@ -272,6 +287,8 @@ void CEffects::HammerHit(vec2 Pos)
p.m_StartSize = 120.0f; p.m_StartSize = 120.0f;
p.m_EndSize = 0; p.m_EndSize = 0;
p.m_Rot = random_angle(); p.m_Rot = random_angle();
p.m_Color.a = Alpha;
p.m_StartAlpha = Alpha;
m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p); m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p);
if(g_Config.m_SndGame) if(g_Config.m_SndGame)
m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_HAMMER_HIT, 1.0f, Pos); m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_HAMMER_HIT, 1.0f, Pos);

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@ -18,16 +18,16 @@ public:
void BulletTrail(vec2 Pos, float Alpha = 1.f, float TimePassed = 0.f); void BulletTrail(vec2 Pos, float Alpha = 1.f, float TimePassed = 0.f);
void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha = 1.f, float TimePassed = 0.f); void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha = 1.f, float TimePassed = 0.f);
void SkidTrail(vec2 Pos, vec2 Vel); void SkidTrail(vec2 Pos, vec2 Vel, float Alpha = 1.0f);
void Explosion(vec2 Pos); void Explosion(vec2 Pos, float Alpha = 1.0f);
void HammerHit(vec2 Pos); void HammerHit(vec2 Pos, float Alpha = 1.0f);
void AirJump(vec2 Pos); void AirJump(vec2 Pos, float Alpha = 1.0f);
void DamageIndicator(vec2 Pos, vec2 Dir); void DamageIndicator(vec2 Pos, vec2 Dir, float Alpha = 1.0f);
void ResetDamageIndicator(); void ResetDamageIndicator();
void PlayerSpawn(vec2 Pos); void PlayerSpawn(vec2 Pos, float Alpha = 1.0f);
void PlayerDeath(vec2 Pos, int ClientID); void PlayerDeath(vec2 Pos, int ClientID, float Alpha = 1.0f);
void PowerupShine(vec2 Pos, vec2 Size); void PowerupShine(vec2 Pos, vec2 Size, float Alpha = 1.0f);
void FreezingFlakes(vec2 Pos, vec2 Size); void FreezingFlakes(vec2 Pos, vec2 Size, float Alpha = 1.0f);
void Update(); void Update();
}; };

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@ -162,7 +162,7 @@ void CItems::RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCu
else if(pCurrent->m_Type == POWERUP_NINJA) else if(pCurrent->m_Type == POWERUP_NINJA)
{ {
QuadOffset = m_PickupNinjaOffset; QuadOffset = m_PickupNinjaOffset;
m_pClient->m_Effects.PowerupShine(Pos, vec2(96, 18)); m_pClient->m_Effects.PowerupShine(Pos, vec2(96, 18), 1.0f);
Pos.x -= 10.0f; Pos.x -= 10.0f;
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpritePickupNinja); Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpritePickupNinja);
} }

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@ -176,7 +176,17 @@ void CNamePlates::RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pP
{ {
YOffset -= FontSize; YOffset -= FontSize;
char aFriendMark[] = ""; char aFriendMark[] = "";
TextRender()->TextColor(ColorRGBA(1.0f, 0.0f, 0.0f));
ColorRGBA Color;
if(OtherTeam && !ForceAlpha)
Color = ColorRGBA(1.0f, 0.0f, 0.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
else
Color = ColorRGBA(1.0f, 0.0f, 0.0f, a);
Color.a *= Alpha;
TextRender()->TextColor(Color);
float XOffSet = TextRender()->TextWidth(FontSize, aFriendMark, -1, -1.0f) / 2.0f; float XOffSet = TextRender()->TextWidth(FontSize, aFriendMark, -1, -1.0f) / 2.0f;
TextRender()->Text(Position.x - XOffSet, YOffset, FontSize, aFriendMark, -1.0f); TextRender()->Text(Position.x - XOffSet, YOffset, FontSize, aFriendMark, -1.0f);
} }
@ -221,6 +231,17 @@ void CNamePlates::RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pP
StrongWeakStatusColor = color_cast<ColorRGBA>(ColorHSLA(41131)); StrongWeakStatusColor = color_cast<ColorRGBA>(ColorHSLA(41131));
StrongWeakSpriteID = SPRITE_HOOK_WEAK; StrongWeakSpriteID = SPRITE_HOOK_WEAK;
} }
float ClampedAlpha = 1;
if(g_Config.m_ClNameplatesAlways == 0)
ClampedAlpha = clamp(1 - std::pow(distance(m_pClient->m_Controls.m_aTargetPos[g_Config.m_ClDummy], Position) / 200.0f, 16.0f), 0.0f, 1.0f);
if(OtherTeam && !ForceAlpha)
StrongWeakStatusColor.a = g_Config.m_ClShowOthersAlpha / 100.0f;
else
StrongWeakStatusColor.a = ClampedAlpha;
StrongWeakStatusColor.a *= Alpha;
Graphics()->SetColor(StrongWeakStatusColor); Graphics()->SetColor(StrongWeakStatusColor);
RenderTools()->SelectSprite(StrongWeakSpriteID); RenderTools()->SelectSprite(StrongWeakSpriteID);
RenderTools()->GetSpriteScale(StrongWeakSpriteID, ScaleX, ScaleY); RenderTools()->GetSpriteScale(StrongWeakSpriteID, ScaleX, ScaleY);

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@ -462,7 +462,8 @@ void CPlayers::RenderPlayer(
m_pClient->m_Effects.SkidTrail( m_pClient->m_Effects.SkidTrail(
Position + vec2(-Player.m_Direction * 6, 12), Position + vec2(-Player.m_Direction * 6, 12),
vec2(-Player.m_Direction * 100 * length(Vel), -50)); vec2(-Player.m_Direction * 100 * length(Vel), -50),
Alpha);
} }
// draw gun // draw gun
@ -521,12 +522,12 @@ void CPlayers::RenderPlayer(
{ {
Graphics()->QuadsSetRotation(-pi / 2 - State.GetAttach()->m_Angle * pi * 2); Graphics()->QuadsSetRotation(-pi / 2 - State.GetAttach()->m_Angle * pi * 2);
WeaponPosition.x -= g_pData->m_Weapons.m_aId[CurrentWeapon].m_Offsetx; WeaponPosition.x -= g_pData->m_Weapons.m_aId[CurrentWeapon].m_Offsetx;
m_pClient->m_Effects.PowerupShine(WeaponPosition + vec2(32, 0), vec2(32, 12)); m_pClient->m_Effects.PowerupShine(WeaponPosition + vec2(32, 0), vec2(32, 12), Alpha);
} }
else else
{ {
Graphics()->QuadsSetRotation(-pi / 2 + State.GetAttach()->m_Angle * pi * 2); Graphics()->QuadsSetRotation(-pi / 2 + State.GetAttach()->m_Angle * pi * 2);
m_pClient->m_Effects.PowerupShine(WeaponPosition - vec2(32, 0), vec2(32, 12)); m_pClient->m_Effects.PowerupShine(WeaponPosition - vec2(32, 0), vec2(32, 12), Alpha);
} }
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, WeaponPosition.x, WeaponPosition.y); Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, WeaponPosition.x, WeaponPosition.y);
@ -669,7 +670,7 @@ void CPlayers::RenderPlayer(
vec2 BodyPos = Position + vec2(State.GetBody()->m_X, State.GetBody()->m_Y) * TeeAnimScale; vec2 BodyPos = Position + vec2(State.GetBody()->m_X, State.GetBody()->m_Y) * TeeAnimScale;
if(RenderInfo.m_TeeRenderFlags & TEE_EFFECT_FROZEN) if(RenderInfo.m_TeeRenderFlags & TEE_EFFECT_FROZEN)
{ {
GameClient()->m_Effects.FreezingFlakes(BodyPos, vec2(32, 32)); GameClient()->m_Effects.FreezingFlakes(BodyPos, vec2(32, 32), Alpha);
} }
int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2; int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2;

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@ -936,30 +936,33 @@ void CGameClient::ProcessEvents()
IClient::CSnapItem Item; IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(SnapType, Index, &Item); const void *pData = Client()->SnapGetItem(SnapType, Index, &Item);
// We don't have enough info about us, others, to know a correct alpha value.
float Alpha = 1.0f;
if(Item.m_Type == NETEVENTTYPE_DAMAGEIND) if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
{ {
CNetEvent_DamageInd *pEvent = (CNetEvent_DamageInd *)pData; CNetEvent_DamageInd *pEvent = (CNetEvent_DamageInd *)pData;
m_Effects.DamageIndicator(vec2(pEvent->m_X, pEvent->m_Y), direction(pEvent->m_Angle / 256.0f)); m_Effects.DamageIndicator(vec2(pEvent->m_X, pEvent->m_Y), direction(pEvent->m_Angle / 256.0f), Alpha);
} }
else if(Item.m_Type == NETEVENTTYPE_EXPLOSION) else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
{ {
CNetEvent_Explosion *pEvent = (CNetEvent_Explosion *)pData; CNetEvent_Explosion *pEvent = (CNetEvent_Explosion *)pData;
m_Effects.Explosion(vec2(pEvent->m_X, pEvent->m_Y)); m_Effects.Explosion(vec2(pEvent->m_X, pEvent->m_Y), Alpha);
} }
else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT) else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
{ {
CNetEvent_HammerHit *pEvent = (CNetEvent_HammerHit *)pData; CNetEvent_HammerHit *pEvent = (CNetEvent_HammerHit *)pData;
m_Effects.HammerHit(vec2(pEvent->m_X, pEvent->m_Y)); m_Effects.HammerHit(vec2(pEvent->m_X, pEvent->m_Y), Alpha);
} }
else if(Item.m_Type == NETEVENTTYPE_SPAWN) else if(Item.m_Type == NETEVENTTYPE_SPAWN)
{ {
CNetEvent_Spawn *pEvent = (CNetEvent_Spawn *)pData; CNetEvent_Spawn *pEvent = (CNetEvent_Spawn *)pData;
m_Effects.PlayerSpawn(vec2(pEvent->m_X, pEvent->m_Y)); m_Effects.PlayerSpawn(vec2(pEvent->m_X, pEvent->m_Y), Alpha);
} }
else if(Item.m_Type == NETEVENTTYPE_DEATH) else if(Item.m_Type == NETEVENTTYPE_DEATH)
{ {
CNetEvent_Death *pEvent = (CNetEvent_Death *)pData; CNetEvent_Death *pEvent = (CNetEvent_Death *)pData;
m_Effects.PlayerDeath(vec2(pEvent->m_X, pEvent->m_Y), pEvent->m_ClientID); m_Effects.PlayerDeath(vec2(pEvent->m_X, pEvent->m_Y), pEvent->m_ClientID, Alpha);
} }
else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD) else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
{ {
@ -1712,7 +1715,11 @@ void CGameClient::OnNewSnapshot()
vec2 Pos = mix(vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y), vec2 Pos = mix(vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y), vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
Client()->IntraGameTick(g_Config.m_ClDummy)); Client()->IntraGameTick(g_Config.m_ClDummy));
m_Effects.AirJump(Pos); float Alpha = 1.0f;
bool SameTeam = m_Teams.SameTeam(m_Snap.m_LocalClientID, i);
if(!SameTeam || m_aClients[i].m_Solo || m_aClients[m_Snap.m_LocalClientID].m_Solo)
Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
m_Effects.AirJump(Pos, Alpha);
} }
static int PrevLocalID = -1; static int PrevLocalID = -1;
@ -1845,7 +1852,7 @@ void CGameClient::OnPredict()
int Events = pLocalChar->Core()->m_TriggeredEvents; int Events = pLocalChar->Core()->m_TriggeredEvents;
if(g_Config.m_ClPredict && !m_SuppressEvents) if(g_Config.m_ClPredict && !m_SuppressEvents)
if(Events & COREEVENT_AIR_JUMP) if(Events & COREEVENT_AIR_JUMP)
m_Effects.AirJump(Pos); m_Effects.AirJump(Pos, 1.0f);
if(g_Config.m_SndGame && !m_SuppressEvents) if(g_Config.m_SndGame && !m_SuppressEvents)
{ {
if(Events & COREEVENT_GROUND_JUMP) if(Events & COREEVENT_GROUND_JUMP)
@ -1865,7 +1872,7 @@ void CGameClient::OnPredict()
int Events = pDummyChar->Core()->m_TriggeredEvents; int Events = pDummyChar->Core()->m_TriggeredEvents;
if(g_Config.m_ClPredict && !m_SuppressEvents) if(g_Config.m_ClPredict && !m_SuppressEvents)
if(Events & COREEVENT_AIR_JUMP) if(Events & COREEVENT_AIR_JUMP)
m_Effects.AirJump(Pos); m_Effects.AirJump(Pos, 1.0f);
} }
} }