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Merge #4609
4609: Fix bullet rendered through walls r=def- a=trml Fixes #4608 ## 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 if it works standalone, system.c especially - [ ] 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: trml <trml@users.noreply.github.com>
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f5b3d232d8
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@ -377,20 +377,17 @@ void CItems::OnRender()
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{
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if(auto *pProj = (CProjectile *)GameClient()->m_GameWorld.FindMatch(Item.m_ID, Item.m_Type, pData))
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{
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if(pProj->GetOwner() >= 0)
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bool IsOtherTeam = m_pClient->IsOtherTeam(pProj->GetOwner());
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if(pProj->m_LastRenderTick <= 0 && (pProj->m_Type != WEAPON_SHOTGUN || (!pProj->m_Freeze && !pProj->m_Explosive)) // skip ddrace shotgun bullets
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&& (pProj->m_Type == WEAPON_SHOTGUN || fabs(length(pProj->m_Direction) - 1.f) < 0.02) // workaround to skip grenades on ball mod
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&& (pProj->GetOwner() < 0 || !GameClient()->m_aClients[pProj->GetOwner()].m_IsPredictedLocal || IsOtherTeam) // skip locally predicted projectiles
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&& !Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID))
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{
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bool IsOtherTeam = m_pClient->IsOtherTeam(pProj->GetOwner());
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if(pProj->m_LastRenderTick <= 0 && (pProj->m_Type != WEAPON_SHOTGUN || (!pProj->m_Freeze && !pProj->m_Explosive)) // skip ddrace shotgun bullets
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&& (pProj->m_Type == WEAPON_SHOTGUN || fabs(length(pProj->m_Direction) - 1.f) < 0.02) // workaround to skip grenades on ball mod
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&& (pProj->GetOwner() < 0 || !GameClient()->m_aClients[pProj->GetOwner()].m_IsPredictedLocal || IsOtherTeam) // skip locally predicted projectiles
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&& !Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID))
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{
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ReconstructSmokeTrail(&Data, pProj->m_DestroyTick);
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}
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pProj->m_LastRenderTick = Client()->GameTick(g_Config.m_ClDummy);
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if(!IsOtherTeam)
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continue;
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ReconstructSmokeTrail(&Data, pProj->m_DestroyTick);
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}
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pProj->m_LastRenderTick = Client()->GameTick(g_Config.m_ClDummy);
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if(!IsOtherTeam)
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continue;
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}
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}
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if(Inactive && (Data.m_Explosive ? BlinkingProjEx : BlinkingProj))
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