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Fix hook collision line being incorrect while paused.
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parent
c5d6389132
commit
e025c184af
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@ -136,7 +136,7 @@ void CPlayers::RenderHookCollLine(
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IntraTick = m_pClient->m_aClients[ClientID].m_IsPredicted ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy);
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IntraTick = m_pClient->m_aClients[ClientID].m_IsPredicted ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy);
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float Angle;
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float Angle;
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if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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if(Local && (!m_pClient->m_Snap.m_SpecInfo.m_Active || m_pClient->m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW) && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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{
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// just use the direct input if it's the local player we are rendering
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// just use the direct input if it's the local player we are rendering
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Angle = angle(m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy]);
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Angle = angle(m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy]);
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@ -167,7 +167,7 @@ void CPlayers::RenderHookCollLine(
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{
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{
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vec2 ExDirection = Direction;
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vec2 ExDirection = Direction;
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if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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if(Local && (!m_pClient->m_Snap.m_SpecInfo.m_Active || m_pClient->m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW) && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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{
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ExDirection = normalize(vec2((int)m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy].x, (int)m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy].y));
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ExDirection = normalize(vec2((int)m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy].x, (int)m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy].y));
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