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Avoid using pointer for vec2
, use in_range
function
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parent
c24d0c0ace
commit
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@ -304,25 +304,24 @@ void CNamePlates::OnRender()
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continue;
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continue;
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}
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}
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vec2 *pRenderPos;
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if(m_pClient->m_aClients[i].m_SpecCharPresent)
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if(m_pClient->m_aClients[i].m_SpecCharPresent)
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{
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{
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// Each player can also have a spec char whose nameplate is displayed independently
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// Each player can also have a spec char whose nameplate is displayed independently
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pRenderPos = &m_pClient->m_aClients[i].m_SpecChar;
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const vec2 RenderPos = m_pClient->m_aClients[i].m_SpecChar;
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// don't render offscreen
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// don't render offscreen
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if(!(pRenderPos->x < ScreenX0) && !(pRenderPos->x > ScreenX1) && !(pRenderPos->y < ScreenY0) && !(pRenderPos->y > ScreenY1))
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if(in_range(RenderPos.x, ScreenX0, ScreenX1) && in_range(RenderPos.y, ScreenY0, ScreenY1))
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{
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{
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RenderNameplate(m_pClient->m_aClients[i].m_SpecChar, pInfo, 0.4f, true);
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RenderNameplate(RenderPos, pInfo, 0.4f, true);
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}
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}
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}
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}
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if(m_pClient->m_Snap.m_aCharacters[i].m_Active)
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if(m_pClient->m_Snap.m_aCharacters[i].m_Active)
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{
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{
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// Only render nameplates for active characters
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// Only render nameplates for active characters
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pRenderPos = &m_pClient->m_aClients[i].m_RenderPos;
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const vec2 RenderPos = m_pClient->m_aClients[i].m_RenderPos;
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// don't render offscreen
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// don't render offscreen
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if(!(pRenderPos->x < ScreenX0) && !(pRenderPos->x > ScreenX1) && !(pRenderPos->y < ScreenY0) && !(pRenderPos->y > ScreenY1))
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if(in_range(RenderPos.x, ScreenX0, ScreenX1) && in_range(RenderPos.y, ScreenY0, ScreenY1))
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{
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{
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RenderNameplate(m_pClient->m_aClients[i].m_RenderPos, pInfo, 1.0f, false);
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RenderNameplate(RenderPos, pInfo, 1.0f, false);
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}
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}
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}
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}
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}
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}
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