diff options
| author | oy <Tom_Adams@web.de> | 2011-01-18 18:53:19 +0100 |
|---|---|---|
| committer | oy <Tom_Adams@web.de> | 2011-01-18 18:53:19 +0100 |
| commit | da84771345e48ce55ee2b46f0d79002c5b535175 (patch) | |
| tree | dadcbc4971052eddc4d4f83f2d69426573c64c5e | |
| parent | 9c5477a6e81a091f6b8724aa962b2d3038c96ce9 (diff) | |
| download | zcatch-da84771345e48ce55ee2b46f0d79002c5b535175.tar.gz zcatch-da84771345e48ce55ee2b46f0d79002c5b535175.zip | |
removed some old checks
| -rw-r--r-- | src/game/client/components/players.cpp | 16 | ||||
| -rw-r--r-- | src/game/client/components/scoreboard.cpp | 2 | ||||
| -rw-r--r-- | src/game/client/gameclient.cpp | 2 |
3 files changed, 4 insertions, 16 deletions
diff --git a/src/game/client/components/players.cpp b/src/game/client/components/players.cpp index d1fe2aed..0544010a 100644 --- a/src/game/client/components/players.cpp +++ b/src/game/client/components/players.cpp @@ -121,9 +121,6 @@ void CPlayers::RenderHook( float IntraTick = Client()->IntraGameTick(); - if(Player.m_Health < 0) // dont render dead players - return; - // set size RenderInfo.m_Size = 64.0f; @@ -131,7 +128,7 @@ void CPlayers::RenderHook( // 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_pLocalCharacter->m_Health < 0) || (m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver)) + if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver)) { } else @@ -145,9 +142,6 @@ void CPlayers::RenderHook( vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); - if(Prev.m_Health < 0) // Don't flicker from previous position - Position = vec2(Player.m_X, Player.m_Y); - // draw hook if (Prev.m_HookState>0 && Player.m_HookState>0) { @@ -254,9 +248,6 @@ void CPlayers::RenderPlayer( float IntraTick = Client()->IntraGameTick(); - if(Player.m_Health < 0) // dont render dead players - return; - float Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f; //float angle = 0; @@ -292,7 +283,7 @@ void CPlayers::RenderPlayer( // 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_pLocalCharacter->m_Health < 0) || (m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver)) + if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver)) { } else @@ -322,9 +313,6 @@ void CPlayers::RenderPlayer( m_pClient->m_pEffects->AirJump(Position); } - if(Prev.m_Health < 0) // Don't flicker from previous position - Position = vec2(Player.m_X, Player.m_Y); - 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); diff --git a/src/game/client/components/scoreboard.cpp b/src/game/client/components/scoreboard.cpp index 3eda5ff0..bed48619 100644 --- a/src/game/client/components/scoreboard.cpp +++ b/src/game/client/components/scoreboard.cpp @@ -309,7 +309,7 @@ bool CScoreboard::Active() if(m_pClient->m_Snap.m_pLocalInfo && m_pClient->m_Snap.m_pLocalInfo->m_Team != TEAM_SPECTATORS) { // we are not a spectator, check if we are dead - if(!m_pClient->m_Snap.m_pLocalCharacter || m_pClient->m_Snap.m_pLocalCharacter->m_Health <= 0) + if(!m_pClient->m_Snap.m_pLocalCharacter) return true; } diff --git a/src/game/client/gameclient.cpp b/src/game/client/gameclient.cpp index e37eebea..9bb3bb90 100644 --- a/src/game/client/gameclient.cpp +++ b/src/game/client/gameclient.cpp @@ -393,7 +393,7 @@ void CGameClient::UpdateLocalCharacterPos() { if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { - if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pLocalCharacter->m_Health < 0) || (m_Snap.m_pGameobj && m_Snap.m_pGameobj->m_GameOver)) + if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameobj && m_Snap.m_pGameobj->m_GameOver)) { // don't use predicted } |