#include #include "freezebars.h" void CFreezeBars::RenderFreezeBar(const int ClientID) { const float FreezeBarWidth = 64.0f; const float FreezeBarHalfWidth = 32.0f; const float FreezeBarHight = 32.0f; // pCharacter contains the predicted character for local players or the last snap for players who are spectated CCharacterCore *pCharacter = &m_pClient->m_aClients[ClientID].m_Predicted; const float PhysSize = 28.0f; bool Grounded = false; if(Collision()->CheckPoint(pCharacter->m_Pos.x + PhysSize / 2, pCharacter->m_Pos.y + PhysSize / 2 + 5)) Grounded = true; if(Collision()->CheckPoint(pCharacter->m_Pos.x - PhysSize / 2, pCharacter->m_Pos.y + PhysSize / 2 + 5)) Grounded = true; if(pCharacter->m_FreezeEnd <= 0.0f || !m_pClient->m_Snap.m_aCharacters[ClientID].m_HasExtendedDisplayInfo || (pCharacter->m_IsInFreeze && Grounded)) { return; } const int Max = pCharacter->m_FreezeEnd - pCharacter->m_FreezeTick; float FreezeProgress = clamp(Max - (Client()->GameTick(g_Config.m_ClDummy) - pCharacter->m_FreezeTick), 0, Max) / (float)Max; if(FreezeProgress <= 0.0f) { return; } vec2 Position = m_pClient->m_aClients[ClientID].m_RenderPos; Position.x -= FreezeBarHalfWidth; Position.y += 32; float Alpha = m_pClient->IsOtherTeam(ClientID) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f; m_pClient->m_Hud.RenderProgressBar(Position.x, Position.y, FreezeBarWidth, FreezeBarHight, FreezeProgress, Alpha); } inline bool CFreezeBars::IsPlayerInfoAvailable(int ClientID) const { const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, ClientID); const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, ClientID); return pPrevInfo && pInfo; } void CFreezeBars::OnRender() { // get screen edges to avoid rendering offscreen float ScreenX0, ScreenY0, ScreenX1, ScreenY1; Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1); // expand the edges to prevent popping in/out onscreen // // it is assumed that the tee with the freeze bar fit into a 240x240 box centered on the tee // this may need to be changed or calculated differently in the future float BorderBuffer = 120; ScreenX0 -= BorderBuffer; ScreenX1 += BorderBuffer; ScreenY0 -= BorderBuffer; ScreenY1 += BorderBuffer; int LocalClientID = m_pClient->m_Snap.m_LocalClientID; // render everyone else's freeze bar, then our own for(int ClientID = 0; ClientID < MAX_CLIENTS; ClientID++) { if(ClientID == LocalClientID || !m_pClient->m_Snap.m_aCharacters[ClientID].m_Active || !IsPlayerInfoAvailable(ClientID)) { continue; } //don't render if the tee is offscreen vec2 *pRenderPos = &m_pClient->m_aClients[ClientID].m_RenderPos; if(pRenderPos->x < ScreenX0 || pRenderPos->x > ScreenX1 || pRenderPos->y < ScreenY0 || pRenderPos->y > ScreenY1) { continue; } RenderFreezeBar(ClientID); } if(LocalClientID != -1 && m_pClient->m_Snap.m_aCharacters[LocalClientID].m_Active && IsPlayerInfoAvailable(LocalClientID)) { RenderFreezeBar(LocalClientID); } }