/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include #include #include #include // get_angle #include #include #include #include #include #include #include #include #include #include "players.h" void CPlayers::RenderHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset) { // for drawing hand //const skin *s = skin_get(skin_id); float BaseSize = 10.0f; //dir = normalize(hook_pos-pos); vec2 HandPos = CenterPos + Dir; float Angle = GetAngle(Dir); if (Dir.x < 0) Angle -= AngleOffset; else Angle += AngleOffset; vec2 DirX = Dir; vec2 DirY(-Dir.y,Dir.x); if (Dir.x < 0) DirY = -DirY; HandPos += DirX * PostRotOffset.x; HandPos += DirY * PostRotOffset.y; //Graphics()->TextureSet(data->m_aImages[IMAGE_CHAR_DEFAULT].id); Graphics()->TextureSet(pInfo->m_Texture); Graphics()->QuadsBegin(); Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, pInfo->m_ColorBody.a); // two passes for (int i = 0; i < 2; i++) { bool OutLine = i == 0; RenderTools()->SelectSprite(OutLine?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0); Graphics()->QuadsSetRotation(Angle); IGraphics::CQuadItem QuadItem(HandPos.x, HandPos.y, 2*BaseSize, 2*BaseSize); Graphics()->QuadsDraw(&QuadItem, 1); } Graphics()->QuadsSetRotation(0); Graphics()->QuadsEnd(); } inline float NormalizeAngular(float f) { return fmod(f+pi*2, pi*2); } inline float AngularMixDirection (float Src, float Dst) { return sinf(Dst-Src) >0?1:-1; } inline float AngularDistance(float Src, float Dst) { return asinf(sinf(Dst-Src)); } inline float AngularApproach(float Src, float Dst, float Amount) { float d = AngularMixDirection (Src, Dst); float n = Src + Amount*d; if(AngularMixDirection (n, Dst) != d) return Dst; return n; } void CPlayers::RenderHook( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CNetObj_PlayerInfo *pPrevInfo, const CNetObj_PlayerInfo *pPlayerInfo ) { CNetObj_Character Prev; CNetObj_Character Player; Prev = *pPrevChar; Player = *pPlayerChar; CNetObj_PlayerInfo pInfo = *pPlayerInfo; CTeeRenderInfo RenderInfo = m_aRenderInfo[pInfo.m_ClientID]; float IntraTick = Client()->IntraGameTick(); // set size RenderInfo.m_Size = 64.0f; // use preditect players if needed if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { } else { // apply predicted results m_pClient->m_PredictedChar.Write(&Player); m_pClient->m_PredictedPrevChar.Write(&Prev); IntraTick = Client()->PredIntraGameTick(); } } vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); // draw hook if (Prev.m_HookState>0 && Player.m_HookState>0) { Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->QuadsBegin(); //Graphics()->QuadsBegin(); vec2 Pos = Position; vec2 HookPos; if(pPlayerChar->m_HookedPlayer != -1) { if(m_pClient->m_Snap.m_pLocalInfo && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_pLocalInfo->m_ClientID) { if(Client()->State() == IClient::STATE_DEMOPLAYBACK) // only use prediction if needed HookPos = vec2(m_pClient->m_LocalCharacterPos.x, m_pClient->m_LocalCharacterPos.y); else HookPos = mix(vec2(m_pClient->m_PredictedPrevChar.m_Pos.x, m_pClient->m_PredictedPrevChar.m_Pos.y), vec2(m_pClient->m_PredictedChar.m_Pos.x, m_pClient->m_PredictedChar.m_Pos.y), Client()->PredIntraGameTick()); } else if(pInfo.m_Local) { HookPos = mix(vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_Y), vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_Y), Client()->IntraGameTick()); } else HookPos = mix(vec2(pPrevChar->m_HookX, pPrevChar->m_HookY), vec2(pPlayerChar->m_HookX, pPlayerChar->m_HookY), Client()->IntraGameTick()); } else HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick); float d = distance(Pos, HookPos); vec2 Dir = normalize(Pos-HookPos); Graphics()->QuadsSetRotation(GetAngle(Dir)+pi); // render head RenderTools()->SelectSprite(SPRITE_HOOK_HEAD); IGraphics::CQuadItem QuadItem(HookPos.x, HookPos.y, 24,16); Graphics()->QuadsDraw(&QuadItem, 1); // render chain RenderTools()->SelectSprite(SPRITE_HOOK_CHAIN); IGraphics::CQuadItem Array[1024]; int i = 0; for(float f = 24; f < d && i < 1024; f += 24, i++) { vec2 p = HookPos + Dir*f; Array[i] = IGraphics::CQuadItem(p.x, p.y,24,16); } Graphics()->QuadsDraw(Array, i); Graphics()->QuadsSetRotation(0); Graphics()->QuadsEnd(); RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0)); } } void CPlayers::RenderPlayer( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CNetObj_PlayerInfo *pPrevInfo, const CNetObj_PlayerInfo *pPlayerInfo ) { CNetObj_Character Prev; CNetObj_Character Player; Prev = *pPrevChar; Player = *pPlayerChar; CNetObj_PlayerInfo pInfo = *pPlayerInfo; CTeeRenderInfo RenderInfo = m_aRenderInfo[pInfo.m_ClientID]; bool NewTick = m_pClient->m_NewTick; // set size RenderInfo.m_Size = 64.0f; float IntraTick = Client()->IntraGameTick(); float Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f; //float angle = 0; if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK) { // just use the direct input if it's local player we are rendering Angle = GetAngle(m_pClient->m_pControls->m_MousePos); } else { /* float mixspeed = Client()->FrameTime()*2.5f; if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed mixspeed *= 15.0f; // move the delta on a constant speed on a x^2 curve float current = g_GameClient.m_aClients[info.cid].angle; float target = player.angle/256.0f; float delta = angular_distance(current, target); float sign = delta < 0 ? -1 : 1; float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed; // make sure that it doesn't vibrate when it's still if(fabs(delta) < 2/256.0f) angle = target; else angle = angular_approach(current, target, fabs(delta-new_delta)); g_GameClient.m_aClients[info.cid].angle = angle;*/ } // use preditect players if needed if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { } else { // apply predicted results m_pClient->m_PredictedChar.Write(&Player); m_pClient->m_PredictedPrevChar.Write(&Prev); IntraTick = Client()->PredIntraGameTick(); NewTick = m_pClient->m_NewPredictedTick; } } vec2 Direction = GetDirection((int)(Angle*256.0f)); vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); vec2 Vel = mix(vec2(Prev.m_VelX/256.0f, Prev.m_VelY/256.0f), vec2(Player.m_VelX/256.0f, Player.m_VelY/256.0f), IntraTick); m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f); RenderInfo.m_GotAirJump = Player.m_Jumped&2?0:1; // detect events if(NewTick) { // detect air jump if(!RenderInfo.m_GotAirJump && !(Prev.m_Jumped&2)) m_pClient->m_pEffects->AirJump(Position); } bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1; bool InAir = !Collision()->CheckPoint(Player.m_X, Player.m_Y+16); bool WantOtherDir = (Player.m_Direction == -1 && Vel.x > 0) || (Player.m_Direction == 1 && Vel.x < 0); // evaluate animation float WalkTime = fmod(absolute(Position.x), 100.0f)/100.0f; CAnimState State; State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0); if(InAir) State.Add(&g_pData->m_aAnimations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here else if(Stationary) State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here else if(!WantOtherDir) State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f); static float s_LastGameTickTime = Client()->GameTickTime(); if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)) s_LastGameTickTime = Client()->GameTickTime(); if (Player.m_Weapon == WEAPON_HAMMER) { float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime; State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f); } if (Player.m_Weapon == WEAPON_NINJA) { float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime; State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(ct*2.0f,0.0f,1.0f), 1.0f); } // do skidding if(!InAir && WantOtherDir && length(Vel*50) > 500.0f) { static int64 SkidSoundTime = 0; if(time_get()-SkidSoundTime > time_freq()/10) { m_pClient->m_pSounds->PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position); SkidSoundTime = time_get(); } m_pClient->m_pEffects->SkidTrail( Position+vec2(-Player.m_Direction*6,12), vec2(-Player.m_Direction*100*length(Vel),-50) ); } // draw gun { Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->QuadsBegin(); Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle); // normal weapons int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS-1); RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_pSpriteBody, Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); vec2 Dir = Direction; float Recoil = 0.0f; vec2 p; if (Player.m_Weapon == WEAPON_HAMMER) { // Static position for hammer p = Position + vec2(State.GetAttach()->m_X, State.GetAttach()->m_Y); p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety; // if attack is under way, bash stuffs if(Direction.x < 0) { Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2); p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx; } else { Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2); } RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize); } else if (Player.m_Weapon == WEAPON_NINJA) { p = Position; p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety; if(Direction.x < 0) { Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2); p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx; m_pClient->m_pEffects->PowerupShine(p+vec2(32,0), vec2(32,12)); } else { Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2); m_pClient->m_pEffects->PowerupShine(p-vec2(32,0), vec2(32,12)); } RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize); // HADOKEN if ((Client()->GameTick()-Player.m_AttackTick) <= (SERVER_TICK_SPEED / 6) && g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles) { int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles; static int s_LastIteX = IteX; if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); if(pInfo->m_Paused) IteX = s_LastIteX; else s_LastIteX = IteX; } else { if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED) IteX = s_LastIteX; else s_LastIteX = IteX; } if(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX]) { vec2 Dir = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y); Dir = normalize(Dir); float HadOkenAngle = GetAngle(Dir); Graphics()->QuadsSetRotation(HadOkenAngle ); //float offsety = -data->weapons[iw].muzzleoffsety; RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], 0); vec2 DirY(-Dir.y,Dir.x); p = Position; float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx; p -= Dir * OffsetX; RenderTools()->DrawSprite(p.x, p.y, 160.0f); } } } else { // TODO: should be an animation Recoil = 0; static float s_LastIntraTick = IntraTick; if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)) s_LastIntraTick = IntraTick; float a = (Client()->GameTick()-Player.m_AttackTick+s_LastIntraTick)/5.0f; if(a < 1) Recoil = sinf(a*pi); p = Position + Dir * g_pData->m_Weapons.m_aId[iw].m_Offsetx - Dir*Recoil*10.0f; p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety; RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize); } if (Player.m_Weapon == WEAPON_GUN || Player.m_Weapon == WEAPON_SHOTGUN) { // check if we're firing stuff if(g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)//prev.attackticks) { float Alpha = 0.0f; int Phase1Tick = (Client()->GameTick() - Player.m_AttackTick); if (Phase1Tick < (g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3)) { float t = ((((float)Phase1Tick) + IntraTick)/(float)g_pData->m_Weapons.m_aId[iw].m_Muzzleduration); Alpha = mix(2.0f, 0.0f, min(1.0f,max(0.0f,t))); } int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles; static int s_LastIteX = IteX; if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); if(pInfo->m_Paused) IteX = s_LastIteX; else s_LastIteX = IteX; } else { if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED) IteX = s_LastIteX; else s_LastIteX = IteX; } if (Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX]) { float OffsetY = -g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsety; RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); if(Direction.x < 0) OffsetY = -OffsetY; vec2 DirY(-Dir.y,Dir.x); vec2 MuzzlePos = p + Dir * g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx + DirY * OffsetY; RenderTools()->DrawSprite(MuzzlePos.x, MuzzlePos.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize); } } } Graphics()->QuadsEnd(); switch (Player.m_Weapon) { case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break; case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break; case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break; } } // render the "shadow" tee if(pInfo.m_Local && g_Config.m_Debug) { vec2 GhostPosition = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick()); CTeeRenderInfo Ghost = RenderInfo; Ghost.m_ColorBody.a = 0.5f; Ghost.m_ColorFeet.a = 0.5f; RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition); // render ghost } RenderInfo.m_Size = 64.0f; // force some settings RenderInfo.m_ColorBody.a = 1.0f; RenderInfo.m_ColorFeet.a = 1.0f; RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position); if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING) { Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id); Graphics()->QuadsBegin(); RenderTools()->SelectSprite(SPRITE_DOTDOT); IGraphics::CQuadItem QuadItem(Position.x + 24, Position.y - 40, 64,64); Graphics()->QuadsDraw(&QuadItem, 1); Graphics()->QuadsEnd(); } if (m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart != -1 && m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick()) { Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id); Graphics()->QuadsBegin(); int SinceStart = Client()->GameTick() - m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart; int FromEnd = m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick(); float a = 1; if (FromEnd < Client()->GameTickSpeed() / 5) a = FromEnd / (Client()->GameTickSpeed() / 5.0); float h = 1; if (SinceStart < Client()->GameTickSpeed() / 10) h = SinceStart / (Client()->GameTickSpeed() / 10.0); float Wiggle = 0; if (SinceStart < Client()->GameTickSpeed() / 5) Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0); float WiggleAngle = sinf(5*Wiggle); Graphics()->QuadsSetRotation(pi/6*WiggleAngle); Graphics()->SetColor(1.0f,1.0f,1.0f,a); // client_datas::emoticon is an offset from the first emoticon RenderTools()->SelectSprite(SPRITE_OOP + m_pClient->m_aClients[pInfo.m_ClientID].m_Emoticon); IGraphics::CQuadItem QuadItem(Position.x, Position.y - 23 - 32*h, 64, 64*h); Graphics()->QuadsDraw(&QuadItem, 1); Graphics()->QuadsEnd(); } } void CPlayers::OnRender() { // update RenderInfo for ninja bool IsTeamplay = false; if(m_pClient->m_Snap.m_pGameInfoObj) IsTeamplay = (m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) != 0; for(int i = 0; i < MAX_CLIENTS; ++i) { m_aRenderInfo[i] = m_pClient->m_aClients[i].m_RenderInfo; if(m_pClient->m_Snap.m_aCharacters[i].m_Cur.m_Weapon == WEAPON_NINJA) { // change the skin for the player to the ninja int Skin = m_pClient->m_pSkins->Find("x_ninja"); if(Skin != -1) { if(IsTeamplay) m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture; else { m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture; m_aRenderInfo[i].m_ColorBody = vec4(1,1,1,1); m_aRenderInfo[i].m_ColorFeet = vec4(1,1,1,1); } } } } // render other players in two passes, first pass we render the other, second pass we render our self for(int p = 0; p < 4; p++) { for(int i = 0; i < MAX_CLIENTS; i++) { // only render active characters if(!m_pClient->m_Snap.m_aCharacters[i].m_Active) continue; const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i); const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i); if(pPrevInfo && pInfo) { // bool Local = ((const CNetObj_PlayerInfo *)pInfo)->m_Local !=0; if((p % 2) == 0 && Local) continue; if((p % 2) == 1 && !Local) continue; CNetObj_Character PrevChar = m_pClient->m_Snap.m_aCharacters[i].m_Prev; CNetObj_Character CurChar = m_pClient->m_Snap.m_aCharacters[i].m_Cur; if(p<2) RenderHook( &PrevChar, &CurChar, (const CNetObj_PlayerInfo *)pPrevInfo, (const CNetObj_PlayerInfo *)pInfo ); else RenderPlayer( &PrevChar, &CurChar, (const CNetObj_PlayerInfo *)pPrevInfo, (const CNetObj_PlayerInfo *)pInfo ); } } } }