Avoid using pointer for vec2, use in_range function

This commit is contained in:
Robert Müller 2024-06-26 20:05:20 +02:00
parent c24d0c0ace
commit f0fb1fd196

View file

@ -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);
}
}
}