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https://github.com/ddnet/ddnet.git
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db4ec4a12d
Replacing the C standard headers with the C++ standard headers causes various `error: call to 'floor' promotes float to double [performance-type-promotion-in-math-fn,-warnings-as-errors]`, which are fixed by using the C++ std math functions or our own math functions instead of the C math functions. - Use `absolute` instead of `abs` and `fabs`. - Use `std::floor` instead of `floor` and `floorf`. - Use `std::ceil` instead of `ceil`, `ceilf` and `round_ceil`. - Use `std::round` instead of `round` and `roundf`. - Use `std::sin` instead of `sin` and `sinf`. - Use `std::asin` instead of `asin` and `asinf`. - Use `std::cos` instead of `cos` and `cosf`. - Use `std::acos` instead of `acos` and `acosf`. - Use `std::tan` instead of `tan` and `tanf`. - Use `std::atan` instead of `atan` and `atanf`. - Use `std::pow` instead of `pow` and `powf`. - Use `std::log` instead of `log` and `logf`. - Use `std::log2` instead of `log2` and `log2f`. - Use `std::log10` instead of `log10` and `log10f`. - Use `std::pow` instead of `pow` and `powf`. - Use `std::sqrt` instead of `sqrt` and `sqrtf`. - Use `std::fmod` instead of `fmod` and `fmodf`. - Use `direction(Angle)` instead of `vec2(std::cos(Angle), std::sin(Angle))`. - Use `length(vec2(x, y))` instead of `std::sqrt(x * x + y * y)`. - Remove unused `NormalizeAngular` and `AngularDistance` functions.
926 lines
35 KiB
C++
926 lines
35 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/demo.h>
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#include <engine/graphics.h>
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#include <engine/shared/config.h>
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#include <game/gamecore.h>
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#include <game/generated/client_data.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/client/animstate.h>
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#include <game/client/gameclient.h>
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#include <game/client/render.h>
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#include <game/client/components/controls.h>
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#include <game/client/components/effects.h>
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#include <game/client/components/flow.h>
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#include <game/client/components/skins.h>
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#include <game/client/components/sounds.h>
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#include "players.h"
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#include <base/color.h>
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#include <base/math.h>
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void CPlayers::RenderHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha)
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{
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vec2 HandPos = CenterPos + Dir;
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float Angle = angle(Dir);
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if(Dir.x < 0)
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Angle -= AngleOffset;
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else
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Angle += AngleOffset;
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vec2 DirX = Dir;
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vec2 DirY(-Dir.y, Dir.x);
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if(Dir.x < 0)
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DirY = -DirY;
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HandPos += DirX * PostRotOffset.x;
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HandPos += DirY * PostRotOffset.y;
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const CSkin::SSkinTextures *pSkinTextures = pInfo->m_CustomColoredSkin ? &pInfo->m_ColorableRenderSkin : &pInfo->m_OriginalRenderSkin;
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Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, Alpha);
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// two passes
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for(int i = 0; i < 2; i++)
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{
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int QuadOffset = NUM_WEAPONS * 2 + i;
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Graphics()->QuadsSetRotation(Angle);
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Graphics()->TextureSet(i == 0 ? pSkinTextures->m_HandsOutline : pSkinTextures->m_Hands);
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Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HandPos.x, HandPos.y);
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}
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}
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inline float AngularMixDirection(float Src, float Dst) { return std::sin(Dst - Src) > 0 ? 1 : -1; }
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inline float AngularApproach(float Src, float Dst, float Amount)
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{
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float d = AngularMixDirection(Src, Dst);
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float n = Src + Amount * d;
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if(AngularMixDirection(n, Dst) != d)
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return Dst;
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return n;
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}
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float CPlayers::GetPlayerTargetAngle(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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int ClientID,
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float Intra)
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{
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float AngleIntraTick = Intra;
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// using unpredicted angle when rendering other players in-game
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if(ClientID >= 0)
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AngleIntraTick = Client()->IntraGameTick(g_Config.m_ClDummy);
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if(ClientID >= 0 && m_pClient->m_Snap.m_aCharacters[ClientID].m_HasExtendedDisplayInfo)
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{
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CNetObj_DDNetCharacter *pExtendedData = &m_pClient->m_Snap.m_aCharacters[ClientID].m_ExtendedData;
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if(m_pClient->m_Snap.m_aCharacters[ClientID].m_PrevExtendedData)
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{
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const CNetObj_DDNetCharacter *PrevExtendedData = m_pClient->m_Snap.m_aCharacters[ClientID].m_PrevExtendedData;
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float MixX = mix((float)PrevExtendedData->m_TargetX, (float)pExtendedData->m_TargetX, AngleIntraTick);
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float MixY = mix((float)PrevExtendedData->m_TargetY, (float)pExtendedData->m_TargetY, AngleIntraTick);
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return angle(vec2(MixX, MixY));
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}
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else
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{
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return angle(vec2(pExtendedData->m_TargetX, pExtendedData->m_TargetY));
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}
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}
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else
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{
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// If the player moves their weapon through top, then change
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// the end angle by 2*Pi, so that the mix function will use the
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// short path and not the long one.
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if(pPlayerChar->m_Angle > (256.0f * pi) && pPrevChar->m_Angle < 0)
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{
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return mix((float)pPrevChar->m_Angle, (float)(pPlayerChar->m_Angle - 256.0f * 2 * pi), AngleIntraTick) / 256.0f;
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}
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else if(pPlayerChar->m_Angle < 0 && pPrevChar->m_Angle > (256.0f * pi))
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{
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return mix((float)pPrevChar->m_Angle, (float)(pPlayerChar->m_Angle + 256.0f * 2 * pi), AngleIntraTick) / 256.0f;
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}
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else
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{
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return mix((float)pPrevChar->m_Angle, (float)pPlayerChar->m_Angle, AngleIntraTick) / 256.0f;
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}
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}
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}
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void CPlayers::RenderHookCollLine(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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int ClientID,
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float Intra)
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{
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CNetObj_Character Prev;
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CNetObj_Character Player;
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Prev = *pPrevChar;
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Player = *pPlayerChar;
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bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID;
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bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
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float Alpha = (OtherTeam || ClientID < 0) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f;
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Alpha *= (float)g_Config.m_ClHookCollAlpha / 100;
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float IntraTick = Intra;
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if(ClientID >= 0)
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IntraTick = m_pClient->m_aClients[ClientID].m_IsPredicted ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy);
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float Angle;
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if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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// just use the direct input if it's the local player we are rendering
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Angle = angle(m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy]);
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}
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else
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{
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Angle = GetPlayerTargetAngle(&Prev, &Player, ClientID, IntraTick);
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}
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vec2 Direction = direction(Angle);
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vec2 Position;
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if(in_range(ClientID, MAX_CLIENTS - 1))
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Position = m_pClient->m_aClients[ClientID].m_RenderPos;
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else
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Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
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// draw hook collision line
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{
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bool AlwaysRenderHookColl = GameClient()->m_GameInfo.m_AllowHookColl && (Local ? g_Config.m_ClShowHookCollOwn : g_Config.m_ClShowHookCollOther) == 2;
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bool RenderHookCollPlayer = ClientID >= 0 && Player.m_PlayerFlags & PLAYERFLAG_AIM && (Local ? g_Config.m_ClShowHookCollOwn : g_Config.m_ClShowHookCollOther) > 0;
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bool RenderHookCollVideo = true;
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#if defined(CONF_VIDEORECORDER)
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RenderHookCollVideo = !IVideo::Current() || g_Config.m_ClVideoShowHookCollOther || Local;
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#endif
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if((AlwaysRenderHookColl || RenderHookCollPlayer) && RenderHookCollVideo)
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{
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vec2 ExDirection = Direction;
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if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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ExDirection = normalize(vec2((int)m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy].x, (int)m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy].y));
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// fix direction if mouse is exactly in the center
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if(!(int)m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy].x && !(int)m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy].y)
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ExDirection = vec2(1, 0);
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}
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Graphics()->TextureClear();
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vec2 InitPos = Position;
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vec2 FinishPos = InitPos + ExDirection * (m_pClient->m_aTuning[g_Config.m_ClDummy].m_HookLength - 42.0f);
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if(g_Config.m_ClHookCollSize > 0)
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Graphics()->QuadsBegin();
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else
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Graphics()->LinesBegin();
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ColorRGBA HookCollColor = color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClHookCollColorNoColl));
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vec2 OldPos = InitPos + ExDirection * CCharacterCore::PhysicalSize() * 1.5f;
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vec2 NewPos = OldPos;
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bool DoBreak = false;
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do
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{
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OldPos = NewPos;
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NewPos = OldPos + ExDirection * m_pClient->m_aTuning[g_Config.m_ClDummy].m_HookFireSpeed;
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if(distance(InitPos, NewPos) > m_pClient->m_aTuning[g_Config.m_ClDummy].m_HookLength)
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{
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NewPos = InitPos + normalize(NewPos - InitPos) * m_pClient->m_aTuning[g_Config.m_ClDummy].m_HookLength;
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DoBreak = true;
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}
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int TeleNr = 0;
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int Hit = Collision()->IntersectLineTeleHook(OldPos, NewPos, &FinishPos, 0x0, &TeleNr);
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if(!DoBreak && Hit)
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{
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if(Hit != TILE_NOHOOK)
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{
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HookCollColor = color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClHookCollColorHookableColl));
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}
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}
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if(m_pClient->IntersectCharacter(OldPos, FinishPos, FinishPos, ClientID) != -1)
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{
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HookCollColor = color_cast<ColorRGBA>(ColorHSLA(g_Config.m_ClHookCollColorTeeColl));
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break;
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}
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if(Hit)
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break;
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NewPos.x = round_to_int(NewPos.x);
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NewPos.y = round_to_int(NewPos.y);
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if(OldPos == NewPos)
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break;
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ExDirection.x = round_to_int(ExDirection.x * 256.0f) / 256.0f;
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ExDirection.y = round_to_int(ExDirection.y * 256.0f) / 256.0f;
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} while(!DoBreak);
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if(AlwaysRenderHookColl && RenderHookCollPlayer)
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{
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// invert the hook coll colors when using cl_show_hook_coll_always and +showhookcoll is pressed
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HookCollColor = color_invert(HookCollColor);
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}
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Graphics()->SetColor(HookCollColor.WithAlpha(Alpha));
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if(g_Config.m_ClHookCollSize > 0)
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{
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float LineWidth = 0.5f + (float)(g_Config.m_ClHookCollSize - 1) * 0.25f;
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vec2 PerpToAngle = normalize(vec2(ExDirection.y, -ExDirection.x)) * GameClient()->m_Camera.m_Zoom;
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vec2 Pos0 = FinishPos + PerpToAngle * -LineWidth;
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vec2 Pos1 = FinishPos + PerpToAngle * LineWidth;
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vec2 Pos2 = InitPos + PerpToAngle * -LineWidth;
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vec2 Pos3 = InitPos + PerpToAngle * LineWidth;
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IGraphics::CFreeformItem FreeformItem(Pos0.x, Pos0.y, Pos1.x, Pos1.y, Pos2.x, Pos2.y, Pos3.x, Pos3.y);
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Graphics()->QuadsDrawFreeform(&FreeformItem, 1);
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Graphics()->QuadsEnd();
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}
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else
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{
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IGraphics::CLineItem LineItem(InitPos.x, InitPos.y, FinishPos.x, FinishPos.y);
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Graphics()->LinesDraw(&LineItem, 1);
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Graphics()->LinesEnd();
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}
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}
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}
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}
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void CPlayers::RenderHook(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CTeeRenderInfo *pRenderInfo,
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int ClientID,
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float Intra)
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{
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CNetObj_Character Prev;
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CNetObj_Character Player;
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Prev = *pPrevChar;
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Player = *pPlayerChar;
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CTeeRenderInfo RenderInfo = *pRenderInfo;
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// don't render hooks to not active character cores
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if(pPlayerChar->m_HookedPlayer != -1 && !m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Active)
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return;
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float IntraTick = Intra;
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if(ClientID >= 0)
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IntraTick = (m_pClient->m_aClients[ClientID].m_IsPredicted) ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy);
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bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
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float Alpha = (OtherTeam || ClientID < 0) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f;
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RenderInfo.m_Size = 64.0f;
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vec2 Position;
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if(in_range(ClientID, MAX_CLIENTS - 1))
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Position = m_pClient->m_aClients[ClientID].m_RenderPos;
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else
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Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
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// draw hook
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if(Prev.m_HookState > 0 && Player.m_HookState > 0)
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{
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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if(ClientID < 0)
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
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vec2 Pos = Position;
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vec2 HookPos;
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if(in_range(pPlayerChar->m_HookedPlayer, MAX_CLIENTS - 1))
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HookPos = m_pClient->m_aClients[pPlayerChar->m_HookedPlayer].m_RenderPos;
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else
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HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
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float d = distance(Pos, HookPos);
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vec2 Dir = normalize(Pos - HookPos);
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Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteHookHead);
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Graphics()->QuadsSetRotation(angle(Dir) + pi);
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// render head
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int QuadOffset = NUM_WEAPONS * 2 + 2;
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
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Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookPos.x, HookPos.y);
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// render chain
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++QuadOffset;
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static IGraphics::SRenderSpriteInfo s_aHookChainRenderInfo[1024];
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int HookChainCount = 0;
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for(float f = 24; f < d && HookChainCount < 1024; f += 24, ++HookChainCount)
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{
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vec2 p = HookPos + Dir * f;
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s_aHookChainRenderInfo[HookChainCount].m_Pos[0] = p.x;
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s_aHookChainRenderInfo[HookChainCount].m_Pos[1] = p.y;
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s_aHookChainRenderInfo[HookChainCount].m_Scale = 1;
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s_aHookChainRenderInfo[HookChainCount].m_Rotation = angle(Dir) + pi;
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}
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Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteHookChain);
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Graphics()->RenderQuadContainerAsSpriteMultiple(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookChainCount, s_aHookChainRenderInfo);
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Graphics()->QuadsSetRotation(0);
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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RenderHand(&RenderInfo, Position, normalize(HookPos - Pos), -pi / 2, vec2(20, 0), Alpha);
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}
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}
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void CPlayers::RenderPlayer(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CTeeRenderInfo *pRenderInfo,
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int ClientID,
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float Intra)
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{
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CNetObj_Character Prev;
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CNetObj_Character Player;
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Prev = *pPrevChar;
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Player = *pPlayerChar;
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CTeeRenderInfo RenderInfo = *pRenderInfo;
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bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID;
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bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
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float Alpha = (OtherTeam || ClientID < 0) ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f;
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// set size
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RenderInfo.m_Size = 64.0f;
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float IntraTick = Intra;
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if(ClientID >= 0)
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IntraTick = m_pClient->m_aClients[ClientID].m_IsPredicted ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy);
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static float s_LastGameTickTime = Client()->GameTickTime(g_Config.m_ClDummy);
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static float s_LastPredIntraTick = Client()->PredIntraGameTick(g_Config.m_ClDummy);
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if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED))
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{
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s_LastGameTickTime = Client()->GameTickTime(g_Config.m_ClDummy);
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s_LastPredIntraTick = Client()->PredIntraGameTick(g_Config.m_ClDummy);
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}
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bool PredictLocalWeapons = false;
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float AttackTime = (Client()->PrevGameTick(g_Config.m_ClDummy) - Player.m_AttackTick) / (float)SERVER_TICK_SPEED + Client()->GameTickTime(g_Config.m_ClDummy);
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float LastAttackTime = (Client()->PrevGameTick(g_Config.m_ClDummy) - Player.m_AttackTick) / (float)SERVER_TICK_SPEED + s_LastGameTickTime;
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if(ClientID >= 0 && m_pClient->m_aClients[ClientID].m_IsPredictedLocal && m_pClient->AntiPingGunfire())
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{
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PredictLocalWeapons = true;
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AttackTime = (Client()->PredIntraGameTick(g_Config.m_ClDummy) + (Client()->PredGameTick(g_Config.m_ClDummy) - 1 - Player.m_AttackTick)) / (float)SERVER_TICK_SPEED;
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LastAttackTime = (s_LastPredIntraTick + (Client()->PredGameTick(g_Config.m_ClDummy) - 1 - Player.m_AttackTick)) / (float)SERVER_TICK_SPEED;
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}
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float AttackTicksPassed = AttackTime * (float)SERVER_TICK_SPEED;
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float Angle;
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if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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// just use the direct input if it's the local player we are rendering
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Angle = angle(m_pClient->m_Controls.m_aMousePos[g_Config.m_ClDummy]);
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}
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else
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{
|
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Angle = GetPlayerTargetAngle(&Prev, &Player, ClientID, IntraTick);
|
|
}
|
|
|
|
vec2 Direction = direction(Angle);
|
|
vec2 Position;
|
|
if(in_range(ClientID, MAX_CLIENTS - 1))
|
|
Position = m_pClient->m_aClients[ClientID].m_RenderPos;
|
|
else
|
|
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_Flow.Add(Position, Vel * 100.0f, 10.0f);
|
|
|
|
RenderInfo.m_GotAirJump = Player.m_Jumped & 2 ? 0 : 1;
|
|
|
|
RenderInfo.m_FeetFlipped = false;
|
|
|
|
bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1;
|
|
bool InAir = !Collision()->CheckPoint(Player.m_X, Player.m_Y + 16);
|
|
bool Running = Player.m_VelX >= 5000 || Player.m_VelX <= -5000;
|
|
bool WantOtherDir = (Player.m_Direction == -1 && Vel.x > 0) || (Player.m_Direction == 1 && Vel.x < 0);
|
|
bool Inactive = m_pClient->m_aClients[ClientID].m_Afk || m_pClient->m_aClients[ClientID].m_Paused;
|
|
|
|
// evaluate animation
|
|
float WalkTime = std::fmod(Position.x, 100.0f) / 100.0f;
|
|
float RunTime = std::fmod(Position.x, 200.0f) / 200.0f;
|
|
|
|
// Don't do a moon walk outside the left border
|
|
if(WalkTime < 0)
|
|
WalkTime += 1;
|
|
if(RunTime < 0)
|
|
RunTime += 1;
|
|
|
|
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)
|
|
{
|
|
if(Inactive)
|
|
{
|
|
State.Add(Direction.x < 0 ? &g_pData->m_aAnimations[ANIM_SIT_LEFT] : &g_pData->m_aAnimations[ANIM_SIT_RIGHT], 0, 1.0f); // TODO: some sort of time here
|
|
RenderInfo.m_FeetFlipped = true;
|
|
}
|
|
else
|
|
State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
|
|
}
|
|
else if(!WantOtherDir)
|
|
{
|
|
if(Running)
|
|
State.Add(Player.m_VelX < 0 ? &g_pData->m_aAnimations[ANIM_RUN_LEFT] : &g_pData->m_aAnimations[ANIM_RUN_RIGHT], RunTime, 1.0f);
|
|
else
|
|
State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f);
|
|
}
|
|
|
|
if(Player.m_Weapon == WEAPON_HAMMER)
|
|
State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(LastAttackTime * 5.0f, 0.0f, 1.0f), 1.0f);
|
|
if(Player.m_Weapon == WEAPON_NINJA)
|
|
State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(LastAttackTime * 2.0f, 0.0f, 1.0f), 1.0f);
|
|
|
|
// do skidding
|
|
if(!InAir && WantOtherDir && length(Vel * 50) > 500.0f)
|
|
{
|
|
static int64_t SkidSoundTime = 0;
|
|
if(time() - SkidSoundTime > time_freq() / 10)
|
|
{
|
|
if(g_Config.m_SndGame)
|
|
m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position);
|
|
SkidSoundTime = time();
|
|
}
|
|
|
|
m_pClient->m_Effects.SkidTrail(
|
|
Position + vec2(-Player.m_Direction * 6, 12),
|
|
vec2(-Player.m_Direction * 100 * length(Vel), -50));
|
|
}
|
|
|
|
// draw gun
|
|
{
|
|
if(!(RenderInfo.m_TeeRenderFlags & TEE_NO_WEAPON))
|
|
{
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle * pi * 2 + Angle);
|
|
|
|
if(ClientID < 0)
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
|
|
|
|
// normal weapons
|
|
int CurrentWeapon = clamp(Player.m_Weapon, 0, NUM_WEAPONS - 1);
|
|
Graphics()->TextureSet(GameClient()->m_GameSkin.m_aSpriteWeapons[CurrentWeapon]);
|
|
int QuadOffset = CurrentWeapon * 2 + (Direction.x < 0 ? 1 : 0);
|
|
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
|
|
|
|
vec2 Dir = Direction;
|
|
float Recoil = 0.0f;
|
|
vec2 WeaponPosition;
|
|
bool IsSit = Inactive && !InAir && Stationary;
|
|
|
|
if(Player.m_Weapon == WEAPON_HAMMER)
|
|
{
|
|
// static position for hammer
|
|
WeaponPosition = Position + vec2(State.GetAttach()->m_X, State.GetAttach()->m_Y);
|
|
WeaponPosition.y += g_pData->m_Weapons.m_aId[CurrentWeapon].m_Offsety;
|
|
if(Direction.x < 0)
|
|
WeaponPosition.x -= g_pData->m_Weapons.m_aId[CurrentWeapon].m_Offsetx;
|
|
if(IsSit)
|
|
WeaponPosition.y += 3.0f;
|
|
|
|
// if active and attack is under way, bash stuffs
|
|
if(!Inactive || LastAttackTime < m_pClient->m_aTuning[g_Config.m_ClDummy].GetWeaponFireDelay(Player.m_Weapon))
|
|
{
|
|
if(Direction.x < 0)
|
|
Graphics()->QuadsSetRotation(-pi / 2 - State.GetAttach()->m_Angle * pi * 2);
|
|
else
|
|
Graphics()->QuadsSetRotation(-pi / 2 + State.GetAttach()->m_Angle * pi * 2);
|
|
}
|
|
else
|
|
Graphics()->QuadsSetRotation(Direction.x < 0 ? 100.0f : 500.0f);
|
|
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, WeaponPosition.x, WeaponPosition.y);
|
|
}
|
|
else if(Player.m_Weapon == WEAPON_NINJA)
|
|
{
|
|
WeaponPosition = Position;
|
|
WeaponPosition.y += g_pData->m_Weapons.m_aId[CurrentWeapon].m_Offsety;
|
|
if(IsSit)
|
|
WeaponPosition.y += 3.0f;
|
|
|
|
if(Direction.x < 0)
|
|
{
|
|
Graphics()->QuadsSetRotation(-pi / 2 - State.GetAttach()->m_Angle * pi * 2);
|
|
WeaponPosition.x -= g_pData->m_Weapons.m_aId[CurrentWeapon].m_Offsetx;
|
|
m_pClient->m_Effects.PowerupShine(WeaponPosition + vec2(32, 0), vec2(32, 12));
|
|
}
|
|
else
|
|
{
|
|
Graphics()->QuadsSetRotation(-pi / 2 + State.GetAttach()->m_Angle * pi * 2);
|
|
m_pClient->m_Effects.PowerupShine(WeaponPosition - vec2(32, 0), vec2(32, 12));
|
|
}
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, WeaponPosition.x, WeaponPosition.y);
|
|
|
|
// HADOKEN
|
|
if(AttackTime <= 1 / 6.f && g_pData->m_Weapons.m_aId[CurrentWeapon].m_NumSpriteMuzzles)
|
|
{
|
|
int IteX = rand() % g_pData->m_Weapons.m_aId[CurrentWeapon].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[CurrentWeapon].m_aSpriteMuzzles[IteX])
|
|
{
|
|
if(PredictLocalWeapons)
|
|
Dir = vec2(pPlayerChar->m_X, pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
|
|
else
|
|
Dir = vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Y) - vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_Y);
|
|
float HadOkenAngle = 0;
|
|
if(absolute(Dir.x) > 0.0001f || absolute(Dir.y) > 0.0001f)
|
|
{
|
|
Dir = normalize(Dir);
|
|
HadOkenAngle = angle(Dir);
|
|
}
|
|
else
|
|
{
|
|
Dir = vec2(1, 0);
|
|
}
|
|
Graphics()->QuadsSetRotation(HadOkenAngle);
|
|
QuadOffset = IteX * 2;
|
|
vec2 DirY(-Dir.y, Dir.x);
|
|
WeaponPosition = Position;
|
|
float OffsetX = g_pData->m_Weapons.m_aId[CurrentWeapon].m_Muzzleoffsetx;
|
|
WeaponPosition -= Dir * OffsetX;
|
|
Graphics()->TextureSet(GameClient()->m_GameSkin.m_aaSpriteWeaponsMuzzles[CurrentWeapon][IteX]);
|
|
Graphics()->RenderQuadContainerAsSprite(m_aWeaponSpriteMuzzleQuadContainerIndex[CurrentWeapon], QuadOffset, WeaponPosition.x, WeaponPosition.y);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// TODO: should be an animation
|
|
Recoil = 0;
|
|
float a = AttackTicksPassed / 5.0f;
|
|
if(a < 1)
|
|
Recoil = std::sin(a * pi);
|
|
WeaponPosition = Position + Dir * g_pData->m_Weapons.m_aId[CurrentWeapon].m_Offsetx - Dir * Recoil * 10.0f;
|
|
WeaponPosition.y += g_pData->m_Weapons.m_aId[CurrentWeapon].m_Offsety;
|
|
if(IsSit)
|
|
WeaponPosition.y += 3.0f;
|
|
if(Player.m_Weapon == WEAPON_GUN && g_Config.m_ClOldGunPosition)
|
|
WeaponPosition.y -= 8;
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, WeaponPosition.x, WeaponPosition.y);
|
|
}
|
|
|
|
if(Player.m_Weapon == WEAPON_GUN || Player.m_Weapon == WEAPON_SHOTGUN)
|
|
{
|
|
// check if we're firing stuff
|
|
if(g_pData->m_Weapons.m_aId[CurrentWeapon].m_NumSpriteMuzzles) // prev.attackticks)
|
|
{
|
|
float AlphaMuzzle = 0.0f;
|
|
if(AttackTicksPassed < g_pData->m_Weapons.m_aId[CurrentWeapon].m_Muzzleduration + 3)
|
|
{
|
|
float t = AttackTicksPassed / g_pData->m_Weapons.m_aId[CurrentWeapon].m_Muzzleduration;
|
|
AlphaMuzzle = mix(2.0f, 0.0f, minimum(1.0f, maximum(0.0f, t)));
|
|
}
|
|
|
|
int IteX = rand() % g_pData->m_Weapons.m_aId[CurrentWeapon].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(AlphaMuzzle > 0.0f && g_pData->m_Weapons.m_aId[CurrentWeapon].m_aSpriteMuzzles[IteX])
|
|
{
|
|
float OffsetY = -g_pData->m_Weapons.m_aId[CurrentWeapon].m_Muzzleoffsety;
|
|
QuadOffset = IteX * 2 + (Direction.x < 0 ? 1 : 0);
|
|
if(Direction.x < 0)
|
|
OffsetY = -OffsetY;
|
|
|
|
vec2 DirY(-Dir.y, Dir.x);
|
|
vec2 MuzzlePos = WeaponPosition + Dir * g_pData->m_Weapons.m_aId[CurrentWeapon].m_Muzzleoffsetx + DirY * OffsetY;
|
|
Graphics()->TextureSet(GameClient()->m_GameSkin.m_aaSpriteWeaponsMuzzles[CurrentWeapon][IteX]);
|
|
Graphics()->RenderQuadContainerAsSprite(m_aWeaponSpriteMuzzleQuadContainerIndex[CurrentWeapon], QuadOffset, MuzzlePos.x, MuzzlePos.y);
|
|
}
|
|
}
|
|
}
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(0);
|
|
|
|
switch(Player.m_Weapon)
|
|
{
|
|
case WEAPON_GUN: RenderHand(&RenderInfo, WeaponPosition, Direction, -3 * pi / 4, vec2(-15, 4), Alpha); break;
|
|
case WEAPON_SHOTGUN: RenderHand(&RenderInfo, WeaponPosition, Direction, -pi / 2, vec2(-5, 4), Alpha); break;
|
|
case WEAPON_GRENADE: RenderHand(&RenderInfo, WeaponPosition, Direction, -pi / 2, vec2(-4, 7), Alpha); break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// render the "shadow" tee
|
|
if(Local && ((g_Config.m_Debug && g_Config.m_ClUnpredictedShadow >= 0) || g_Config.m_ClUnpredictedShadow == 1))
|
|
{
|
|
vec2 ShadowPosition = Position;
|
|
if(ClientID >= 0)
|
|
ShadowPosition = mix(
|
|
vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_Y),
|
|
vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Y),
|
|
Client()->IntraGameTick(g_Config.m_ClDummy));
|
|
|
|
CTeeRenderInfo Shadow = RenderInfo;
|
|
RenderTools()->RenderTee(&State, &Shadow, Player.m_Emote, Direction, ShadowPosition, 0.5f); // render ghost
|
|
}
|
|
|
|
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position, Alpha);
|
|
|
|
float TeeAnimScale, TeeBaseSize;
|
|
RenderTools()->GetRenderTeeAnimScaleAndBaseSize(&State, &RenderInfo, TeeAnimScale, TeeBaseSize);
|
|
vec2 BodyPos = Position + vec2(State.GetBody()->m_X, State.GetBody()->m_Y) * TeeAnimScale;
|
|
if(RenderInfo.m_TeeRenderFlags & TEE_EFFECT_FROZEN)
|
|
{
|
|
GameClient()->m_Effects.FreezingFlakes(BodyPos, vec2(32, 32));
|
|
}
|
|
|
|
int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2;
|
|
if((Player.m_PlayerFlags & PLAYERFLAG_CHATTING) && !m_pClient->m_aClients[ClientID].m_Afk)
|
|
{
|
|
int CurEmoticon = (SPRITE_DOTDOT - SPRITE_OOP);
|
|
Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[CurEmoticon]);
|
|
int QuadOffset = QuadOffsetToEmoticon + CurEmoticon;
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f);
|
|
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(0);
|
|
}
|
|
|
|
if(ClientID < 0)
|
|
return;
|
|
|
|
if(g_Config.m_ClAfkEmote && m_pClient->m_aClients[ClientID].m_Afk && !(Client()->DummyConnected() && ClientID == m_pClient->m_aLocalIDs[!g_Config.m_ClDummy]))
|
|
{
|
|
int CurEmoticon = (SPRITE_ZZZ - SPRITE_OOP);
|
|
Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[CurEmoticon]);
|
|
int QuadOffset = QuadOffsetToEmoticon + CurEmoticon;
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f);
|
|
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(0);
|
|
}
|
|
|
|
if(g_Config.m_ClShowEmotes && !m_pClient->m_aClients[ClientID].m_EmoticonIgnore && m_pClient->m_aClients[ClientID].m_EmoticonStartTick != -1)
|
|
{
|
|
float SinceStart = (Client()->GameTick(g_Config.m_ClDummy) - m_pClient->m_aClients[ClientID].m_EmoticonStartTick) + (Client()->IntraGameTickSincePrev(g_Config.m_ClDummy) - m_pClient->m_aClients[ClientID].m_EmoticonStartFraction);
|
|
float FromEnd = (2 * Client()->GameTickSpeed()) - SinceStart;
|
|
|
|
if(0 <= SinceStart && FromEnd > 0)
|
|
{
|
|
float a = 1;
|
|
|
|
if(FromEnd < Client()->GameTickSpeed() / 5)
|
|
a = FromEnd / (Client()->GameTickSpeed() / 5.0f);
|
|
|
|
float h = 1;
|
|
if(SinceStart < Client()->GameTickSpeed() / 10)
|
|
h = SinceStart / (Client()->GameTickSpeed() / 10.0f);
|
|
|
|
float Wiggle = 0;
|
|
if(SinceStart < Client()->GameTickSpeed() / 5)
|
|
Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0f);
|
|
|
|
float WiggleAngle = std::sin(5 * Wiggle);
|
|
|
|
Graphics()->QuadsSetRotation(pi / 6 * WiggleAngle);
|
|
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, a * Alpha);
|
|
// client_datas::emoticon is an offset from the first emoticon
|
|
int QuadOffset = QuadOffsetToEmoticon + m_pClient->m_aClients[ClientID].m_Emoticon;
|
|
Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[m_pClient->m_aClients[ClientID].m_Emoticon]);
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x, Position.y - 23.f - 32.f * h, 1.f, (64.f * h) / 64.f);
|
|
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
inline bool CPlayers::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 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;
|
|
m_aRenderInfo[i].m_TeeRenderFlags = 0;
|
|
if(m_pClient->m_aClients[i].m_FreezeEnd != 0)
|
|
m_aRenderInfo[i].m_TeeRenderFlags |= TEE_EFFECT_FROZEN | TEE_NO_WEAPON;
|
|
if(m_pClient->m_aClients[i].m_LiveFrozen)
|
|
m_aRenderInfo[i].m_TeeRenderFlags |= TEE_EFFECT_FROZEN;
|
|
|
|
const CGameClient::CSnapState::CCharacterInfo &CharacterInfo = m_pClient->m_Snap.m_aCharacters[i];
|
|
if((CharacterInfo.m_Cur.m_Weapon == WEAPON_NINJA || (CharacterInfo.m_HasExtendedData && CharacterInfo.m_ExtendedData.m_FreezeEnd != 0)) && g_Config.m_ClShowNinja)
|
|
{
|
|
// change the skin for the player to the ninja
|
|
const auto *pSkin = m_pClient->m_Skins.FindOrNullptr("x_ninja");
|
|
if(pSkin != nullptr)
|
|
{
|
|
m_aRenderInfo[i].m_OriginalRenderSkin = pSkin->m_OriginalSkin;
|
|
m_aRenderInfo[i].m_ColorableRenderSkin = pSkin->m_ColorableSkin;
|
|
m_aRenderInfo[i].m_BloodColor = pSkin->m_BloodColor;
|
|
m_aRenderInfo[i].m_SkinMetrics = pSkin->m_Metrics;
|
|
m_aRenderInfo[i].m_CustomColoredSkin = IsTeamplay;
|
|
if(!IsTeamplay)
|
|
{
|
|
m_aRenderInfo[i].m_ColorBody = ColorRGBA(1, 1, 1);
|
|
m_aRenderInfo[i].m_ColorFeet = ColorRGBA(1, 1, 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
const CSkin *pSkin = m_pClient->m_Skins.Find("x_spec");
|
|
m_RenderInfoSpec.m_OriginalRenderSkin = pSkin->m_OriginalSkin;
|
|
m_RenderInfoSpec.m_ColorableRenderSkin = pSkin->m_ColorableSkin;
|
|
m_RenderInfoSpec.m_BloodColor = pSkin->m_BloodColor;
|
|
m_RenderInfoSpec.m_SkinMetrics = pSkin->m_Metrics;
|
|
m_RenderInfoSpec.m_CustomColoredSkin = false;
|
|
m_RenderInfoSpec.m_Size = 64.0f;
|
|
int LocalClientID = m_pClient->m_Snap.m_LocalClientID;
|
|
|
|
// 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, all its weapons, and emotes fit into a 200x200 box centered on the tee
|
|
// this may need to be changed or calculated differently in the future
|
|
float BorderBuffer = 100;
|
|
ScreenX0 -= BorderBuffer;
|
|
ScreenX1 += BorderBuffer;
|
|
ScreenY0 -= BorderBuffer;
|
|
ScreenY1 += BorderBuffer;
|
|
|
|
// render everyone else's hook, 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;
|
|
}
|
|
RenderHook(&m_pClient->m_aClients[ClientID].m_RenderPrev, &m_pClient->m_aClients[ClientID].m_RenderCur, &m_aRenderInfo[ClientID], ClientID);
|
|
}
|
|
if(LocalClientID != -1 && m_pClient->m_Snap.m_aCharacters[LocalClientID].m_Active && IsPlayerInfoAvailable(LocalClientID))
|
|
{
|
|
const CGameClient::CClientData *pLocalClientData = &m_pClient->m_aClients[LocalClientID];
|
|
RenderHook(&pLocalClientData->m_RenderPrev, &pLocalClientData->m_RenderCur, &m_aRenderInfo[LocalClientID], LocalClientID);
|
|
}
|
|
|
|
// render spectating players
|
|
for(auto &m_aClient : m_pClient->m_aClients)
|
|
{
|
|
if(!m_aClient.m_SpecCharPresent)
|
|
{
|
|
continue;
|
|
}
|
|
RenderTools()->RenderTee(CAnimState::GetIdle(), &m_RenderInfoSpec, EMOTE_BLINK, vec2(1, 0), m_aClient.m_SpecChar);
|
|
}
|
|
|
|
// render everyone else's tee, 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;
|
|
}
|
|
|
|
RenderHookCollLine(&m_pClient->m_aClients[ClientID].m_RenderPrev, &m_pClient->m_aClients[ClientID].m_RenderCur, ClientID);
|
|
|
|
// don't render offscreen
|
|
vec2 *pRenderPos = &m_pClient->m_aClients[ClientID].m_RenderPos;
|
|
if(pRenderPos->x < ScreenX0 || pRenderPos->x > ScreenX1 || pRenderPos->y < ScreenY0 || pRenderPos->y > ScreenY1)
|
|
{
|
|
continue;
|
|
}
|
|
RenderPlayer(&m_pClient->m_aClients[ClientID].m_RenderPrev, &m_pClient->m_aClients[ClientID].m_RenderCur, &m_aRenderInfo[ClientID], ClientID);
|
|
}
|
|
if(LocalClientID != -1 && m_pClient->m_Snap.m_aCharacters[LocalClientID].m_Active && IsPlayerInfoAvailable(LocalClientID))
|
|
{
|
|
const CGameClient::CClientData *pLocalClientData = &m_pClient->m_aClients[LocalClientID];
|
|
RenderHookCollLine(&pLocalClientData->m_RenderPrev, &pLocalClientData->m_RenderCur, LocalClientID);
|
|
RenderPlayer(&pLocalClientData->m_RenderPrev, &pLocalClientData->m_RenderCur, &m_aRenderInfo[LocalClientID], LocalClientID);
|
|
}
|
|
}
|
|
|
|
void CPlayers::OnInit()
|
|
{
|
|
m_WeaponEmoteQuadContainerIndex = Graphics()->CreateQuadContainer(false);
|
|
|
|
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
|
|
|
|
for(int i = 0; i < NUM_WEAPONS; ++i)
|
|
{
|
|
float ScaleX, ScaleY;
|
|
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[i].m_pSpriteBody, ScaleX, ScaleY);
|
|
Graphics()->QuadsSetSubset(0, 0, 1, 1);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleX, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleY);
|
|
Graphics()->QuadsSetSubset(0, 1, 1, 0);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleX, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleY);
|
|
}
|
|
float ScaleX, ScaleY;
|
|
|
|
// at the end the hand
|
|
Graphics()->QuadsSetSubset(0, 0, 1, 1);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 20.f);
|
|
Graphics()->QuadsSetSubset(0, 0, 1, 1);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 20.f);
|
|
|
|
Graphics()->QuadsSetSubset(0, 0, 1, 1);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, -12.f, -8.f, 24.f, 16.f);
|
|
Graphics()->QuadsSetSubset(0, 0, 1, 1);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, -12.f, -8.f, 24.f, 16.f);
|
|
|
|
for(int i = 0; i < NUM_EMOTICONS; ++i)
|
|
{
|
|
Graphics()->QuadsSetSubset(0, 0, 1, 1);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 64.f);
|
|
}
|
|
Graphics()->QuadContainerUpload(m_WeaponEmoteQuadContainerIndex);
|
|
|
|
for(int i = 0; i < NUM_WEAPONS; ++i)
|
|
{
|
|
m_aWeaponSpriteMuzzleQuadContainerIndex[i] = Graphics()->CreateQuadContainer(false);
|
|
for(int n = 0; n < g_pData->m_Weapons.m_aId[i].m_NumSpriteMuzzles; ++n)
|
|
{
|
|
if(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n])
|
|
{
|
|
if(i == WEAPON_GUN || i == WEAPON_SHOTGUN)
|
|
{
|
|
// TODO: hardcoded for now to get the same particle size as before
|
|
RenderTools()->GetSpriteScaleImpl(96, 64, ScaleX, ScaleY);
|
|
}
|
|
else
|
|
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n], ScaleX, ScaleY);
|
|
}
|
|
|
|
float SWidth = (g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleX) * (4.0f / 3.0f);
|
|
float SHeight = g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleY;
|
|
|
|
Graphics()->QuadsSetSubset(0, 0, 1, 1);
|
|
if(WEAPON_NINJA == i)
|
|
RenderTools()->QuadContainerAddSprite(m_aWeaponSpriteMuzzleQuadContainerIndex[i], 160.f * ScaleX, 160.f * ScaleY);
|
|
else
|
|
RenderTools()->QuadContainerAddSprite(m_aWeaponSpriteMuzzleQuadContainerIndex[i], SWidth, SHeight);
|
|
|
|
Graphics()->QuadsSetSubset(0, 1, 1, 0);
|
|
if(WEAPON_NINJA == i)
|
|
RenderTools()->QuadContainerAddSprite(m_aWeaponSpriteMuzzleQuadContainerIndex[i], 160.f * ScaleX, 160.f * ScaleY);
|
|
else
|
|
RenderTools()->QuadContainerAddSprite(m_aWeaponSpriteMuzzleQuadContainerIndex[i], SWidth, SHeight);
|
|
}
|
|
Graphics()->QuadContainerUpload(m_aWeaponSpriteMuzzleQuadContainerIndex[i]);
|
|
}
|
|
|
|
Graphics()->QuadsSetSubset(0.f, 0.f, 1.f, 1.f);
|
|
Graphics()->QuadsSetRotation(0.f);
|
|
}
|