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Merge #4976
4976: fix rendering of nameplates for spectating tees r=def- a=C0D3D3V bug was introduced by #4870 ## 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 - [x] Considered possible null pointers and out of bounds array indexing - [x] Changed no physics that affect existing maps - [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
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commit
f60ae47be1
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@ -327,6 +327,10 @@ void CNamePlates::OnRender()
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// don't render offscreen
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vec2 *pRenderPos = &m_pClient->m_aClients[i].m_RenderPos;
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if(m_pClient->m_aClients[i].m_SpecCharPresent)
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{
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pRenderPos = &m_pClient->m_aClients[i].m_SpecChar;
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}
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if(pRenderPos->x < ScreenX0 || pRenderPos->x > ScreenX1 || pRenderPos->y < ScreenY0 || pRenderPos->y > ScreenY1)
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{
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continue;
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@ -336,10 +340,9 @@ void CNamePlates::OnRender()
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{
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RenderNameplatePos(m_pClient->m_aClients[i].m_SpecChar, pInfo, 0.4f, true);
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}
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// only render active characters
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if(m_pClient->m_Snap.m_aCharacters[i].m_Active)
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else if(m_pClient->m_Snap.m_aCharacters[i].m_Active)
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{
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// only render nameplates for active characters
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RenderNameplate(
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&m_pClient->m_Snap.m_aCharacters[i].m_Prev,
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&m_pClient->m_Snap.m_aCharacters[i].m_Cur,
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