diff --git a/src/game/client/components/nameplates.cpp b/src/game/client/components/nameplates.cpp index 1eba446ba..f0407938b 100644 --- a/src/game/client/components/nameplates.cpp +++ b/src/game/client/components/nameplates.cpp @@ -304,25 +304,24 @@ void CNamePlates::OnRender() continue; } - vec2 *pRenderPos; if(m_pClient->m_aClients[i].m_SpecCharPresent) { // Each player can also have a spec char whose nameplate is displayed independently - pRenderPos = &m_pClient->m_aClients[i].m_SpecChar; + const vec2 RenderPos = m_pClient->m_aClients[i].m_SpecChar; // don't render offscreen - if(!(pRenderPos->x < ScreenX0) && !(pRenderPos->x > ScreenX1) && !(pRenderPos->y < ScreenY0) && !(pRenderPos->y > ScreenY1)) + if(in_range(RenderPos.x, ScreenX0, ScreenX1) && in_range(RenderPos.y, ScreenY0, ScreenY1)) { - RenderNameplate(m_pClient->m_aClients[i].m_SpecChar, pInfo, 0.4f, true); + RenderNameplate(RenderPos, pInfo, 0.4f, true); } } if(m_pClient->m_Snap.m_aCharacters[i].m_Active) { // Only render nameplates for active characters - pRenderPos = &m_pClient->m_aClients[i].m_RenderPos; + const vec2 RenderPos = m_pClient->m_aClients[i].m_RenderPos; // don't render offscreen - if(!(pRenderPos->x < ScreenX0) && !(pRenderPos->x > ScreenX1) && !(pRenderPos->y < ScreenY0) && !(pRenderPos->y > ScreenY1)) + if(in_range(RenderPos.x, ScreenX0, ScreenX1) && in_range(RenderPos.y, ScreenY0, ScreenY1)) { - RenderNameplate(m_pClient->m_aClients[i].m_RenderPos, pInfo, 1.0f, false); + RenderNameplate(RenderPos, pInfo, 1.0f, false); } } }