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-rw-r--r--src/game/client/components/players.cpp16
-rw-r--r--src/game/client/components/scoreboard.cpp2
-rw-r--r--src/game/client/gameclient.cpp2
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
 		}