diff options
Diffstat (limited to 'src/game/client/components/items.cpp')
| -rw-r--r-- | src/game/client/components/items.cpp | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/src/game/client/components/items.cpp b/src/game/client/components/items.cpp index 5eeb3209..827b28a7 100644 --- a/src/game/client/components/items.cpp +++ b/src/game/client/components/items.cpp @@ -45,7 +45,7 @@ void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID) float Ct = (Client()->PrevGameTick()-pCurrent->m_StartTick)/(float)SERVER_TICK_SPEED + Client()->GameTickTime(); if(Ct < 0) return; // projectile havn't been shot yet - + vec2 StartPos(pCurrent->m_X, pCurrent->m_Y); vec2 StartVel(pCurrent->m_VelX/100.0f, pCurrent->m_VelY/100.0f); vec2 Pos = CalcPos(StartPos, StartVel, Curvature, Speed, Ct); @@ -54,29 +54,29 @@ void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID) Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->QuadsBegin(); - + RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[clamp(pCurrent->m_Type, 0, NUM_WEAPONS-1)].m_pSpriteProj); vec2 Vel = Pos-PrevPos; //vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), Client()->IntraGameTick()); - + // add particle for this projectile if(pCurrent->m_Type == WEAPON_GRENADE) { m_pClient->m_pEffects->SmokeTrail(Pos, Vel*-1); m_pClient->m_pFlow->Add(Pos, Vel*1000*Client()->FrameTime(), 10.0f); - + if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); static float Time = 0; static float LastLocalTime = Client()->LocalTime(); - + if(!pInfo->m_Paused) Time += (Client()->LocalTime()-LastLocalTime)*pInfo->m_Speed; - + Graphics()->QuadsSetRotation(Time*pi*2*2 + ItemID); - + LastLocalTime = Client()->LocalTime(); } else @@ -139,13 +139,13 @@ void CItems::RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCu const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); static float Time = 0; static float LastLocalTime = Client()->LocalTime(); - + if(!pInfo->m_Paused) Time += (Client()->LocalTime()-LastLocalTime)*pInfo->m_Speed; - + Pos.x += cosf(Time*2.0f+Offset)*2.5f; Pos.y += sinf(Time*2.0f+Offset)*2.5f; - + LastLocalTime = Client()->LocalTime(); } else @@ -174,7 +174,7 @@ void CItems::RenderFlag(const CNetObj_Flag *pPrev, const CNetObj_Flag *pCurrent, Graphics()->QuadsSetRotation(Angle); vec2 Pos = mix(vec2(pPrev->m_X, pPrev->m_Y), vec2(pCurrent->m_X, pCurrent->m_Y), Client()->IntraGameTick()); - + if(pCurGameData) { // make sure that the flag isn't interpolated between capture and return @@ -204,16 +204,16 @@ void CItems::RenderLaser(const struct CNetObj_Laser *pCurrent) float Ticks = Client()->GameTick() + Client()->IntraGameTick() - pCurrent->m_StartTick; float Ms = (Ticks/50.0f) * 1000.0f; - float a = Ms / m_pClient->m_Tuning.m_LaserBounceDelay; + float a = Ms / m_pClient->m_Tuning.m_LaserBounceDelay; a = clamp(a, 0.0f, 1.0f); float Ia = 1-a; - + vec2 Out, Border; - + Graphics()->BlendNormal(); Graphics()->TextureSet(-1); Graphics()->QuadsBegin(); - + //vec4 inner_color(0.15f,0.35f,0.75f,1.0f); //vec4 outer_color(0.65f,0.85f,1.0f,1.0f); @@ -229,20 +229,20 @@ void CItems::RenderLaser(const struct CNetObj_Laser *pCurrent) Pos.x+Out.x, Pos.y+Out.y); Graphics()->QuadsDrawFreeform(&Freeform, 1); - // do inner + // do inner vec4 InnerColor(0.5f, 0.5f, 1.0f, 1.0f); Out = vec2(Dir.y, -Dir.x) * (5.0f*Ia); Graphics()->SetColor(InnerColor.r, InnerColor.g, InnerColor.b, 1.0f); // center - + Freeform = IGraphics::CFreeformItem( From.x-Out.x, From.y-Out.y, From.x+Out.x, From.y+Out.y, Pos.x-Out.x, Pos.y-Out.y, Pos.x+Out.x, Pos.y+Out.y); Graphics()->QuadsDrawFreeform(&Freeform, 1); - + Graphics()->QuadsEnd(); - + // render head { Graphics()->BlendNormal(); @@ -260,8 +260,8 @@ void CItems::RenderLaser(const struct CNetObj_Laser *pCurrent) Graphics()->QuadsDraw(&QuadItem, 1); Graphics()->QuadsEnd(); } - - Graphics()->BlendNormal(); + + Graphics()->BlendNormal(); } void CItems::OnRender() @@ -302,7 +302,7 @@ void CItems::OnRender() const void *pPrev = Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID); if (pPrev) { - const void *pPrevGameData = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_GAMEDATA, m_pClient->m_Snap.m_GameDataSnapID); + const void *pPrevGameData = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_GAMEDATA, m_pClient->m_Snap.m_GameDataSnapID); RenderFlag(static_cast<const CNetObj_Flag *>(pPrev), static_cast<const CNetObj_Flag *>(pData), static_cast<const CNetObj_GameData *>(pPrevGameData), m_pClient->m_Snap.m_pGameDataObj); } |