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authoroy <Tom_Adams@web.de>2011-04-13 20:37:12 +0200
committeroy <Tom_Adams@web.de>2011-04-13 20:37:12 +0200
commit06115dd49dca2f8eb5f14606437e8fd20037cc4d (patch)
tree5ec4bca6158319b3f5285d7689c5f94ae8da8c93 /src/game/client/components/players.cpp
parent63e059b8fff6498e42b765a1dca000e53005ea77 (diff)
downloadzcatch-06115dd49dca2f8eb5f14606437e8fd20037cc4d.tar.gz
zcatch-06115dd49dca2f8eb5f14606437e8fd20037cc4d.zip
added "Whitespace and line Endings cleanup" by GreYFoX
Diffstat (limited to 'src/game/client/components/players.cpp')
-rw-r--r--src/game/client/components/players.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/game/client/components/players.cpp b/src/game/client/components/players.cpp
index 74a48503..6811c2ad 100644
--- a/src/game/client/components/players.cpp
+++ b/src/game/client/components/players.cpp
@@ -25,7 +25,7 @@ void CPlayers::RenderHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float
 {
 	// for drawing hand
 	//const skin *s = skin_get(skin_id);
-	
+
 	float BaseSize = 10.0f;
 	//dir = normalize(hook_pos-pos);
 
@@ -102,7 +102,7 @@ void CPlayers::RenderHook(
 	if(m_pClient->m_Snap.m_pGameInfoObj)
 		IsTeamplay = (m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) != 0;
 
-	// check for ninja	
+	// check for ninja
 	if (Player.m_Weapon == WEAPON_NINJA)
 	{
 		// change the skin for the player to the ninja
@@ -117,7 +117,7 @@ void CPlayers::RenderHook(
 				RenderInfo.m_ColorBody = vec4(1,1,1,1);
 				RenderInfo.m_ColorFeet = vec4(1,1,1,1);
 			}
-		}	
+		}
 	}
 
 	float IntraTick = Client()->IntraGameTick();
@@ -125,7 +125,7 @@ void CPlayers::RenderHook(
 	// 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)
 	{
@@ -152,7 +152,7 @@ void CPlayers::RenderHook(
 
 		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)
@@ -226,7 +226,7 @@ void CPlayers::RenderPlayer(
 	if(m_pClient->m_Snap.m_pGameInfoObj)
 		IsTeamplay = (m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) != 0;
 
-	// check for ninja	
+	// check for ninja
 	if (Player.m_Weapon == WEAPON_NINJA)
 	{
 		// change the skin for the player to the ninja
@@ -241,18 +241,18 @@ void CPlayers::RenderPlayer(
 				RenderInfo.m_ColorBody = vec4(1,1,1,1);
 				RenderInfo.m_ColorFeet = vec4(1,1,1,1);
 			}
-		}	
+		}
 	}
-	
+
 	// 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
@@ -264,14 +264,14 @@ void CPlayers::RenderPlayer(
 		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;
@@ -280,7 +280,7 @@ void CPlayers::RenderPlayer(
 
 		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)
 	{
@@ -296,16 +296,16 @@ void CPlayers::RenderPlayer(
 			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)
 	{
@@ -340,7 +340,7 @@ void CPlayers::RenderPlayer(
 		float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + Client()->GameTickTime();
 		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)
 	{
@@ -350,7 +350,7 @@ void CPlayers::RenderPlayer(
 			m_pClient->m_pSounds->Play(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)
@@ -422,7 +422,7 @@ void CPlayers::RenderPlayer(
 				{
 					vec2 Dir = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
 					Dir = normalize(Dir);
-					float HadOkenAngle  = GetAngle(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);
@@ -564,7 +564,7 @@ void CPlayers::OnRender()
 				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;
 
@@ -582,7 +582,7 @@ void CPlayers::OnRender()
 							(const CNetObj_PlayerInfo *)pPrevInfo,
 							(const CNetObj_PlayerInfo *)pInfo
 						);
-			}		
+			}
 		}
 	}
 }