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path: root/src/game/client/components/players.cpp
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Diffstat (limited to 'src/game/client/components/players.cpp')
-rw-r--r--src/game/client/components/players.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/game/client/components/players.cpp b/src/game/client/components/players.cpp
index 0544010a..3094a738 100644
--- a/src/game/client/components/players.cpp
+++ b/src/game/client/components/players.cpp
@@ -94,7 +94,7 @@ void CPlayers::RenderHook(
 	Player = *pPlayerChar;
 
 	CNetObj_PlayerInfo pInfo = *pPlayerInfo;
-	CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientId].m_RenderInfo;
+	CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientID].m_RenderInfo;
 
 	// check for teamplay modes
 	bool IsTeamplay = false;
@@ -154,7 +154,7 @@ void CPlayers::RenderHook(
 		
 		if(pPlayerChar->m_HookedPlayer != -1)
 		{
-			if(m_pClient->m_Snap.m_pLocalInfo && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_pLocalInfo->m_ClientId)
+			if(m_pClient->m_Snap.m_pLocalInfo && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_pLocalInfo->m_ClientID)
 			{
 				if(Client()->State() == IClient::STATE_DEMOPLAYBACK) // only use prediction if needed
 					HookPos = vec2(m_pClient->m_LocalCharacterPos.x, m_pClient->m_LocalCharacterPos.y);
@@ -217,7 +217,7 @@ void CPlayers::RenderPlayer(
 	Player = *pPlayerChar;
 
 	CNetObj_PlayerInfo pInfo = *pPlayerInfo;
-	CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientId].m_RenderInfo;
+	CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientID].m_RenderInfo;
 
 	// check for teamplay modes
 	bool IsTeamplay = false;
@@ -509,13 +509,13 @@ void CPlayers::RenderPlayer(
 		Graphics()->QuadsEnd();
 	}
 
-	if (m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart != -1 && m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick())
+	if (m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart != -1 && m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick())
 	{
 		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
 		Graphics()->QuadsBegin();
 
-		int SinceStart = Client()->GameTick() - m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart;
-		int FromEnd = m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick();
+		int SinceStart = Client()->GameTick() - m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart;
+		int FromEnd = m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick();
 
 		float a = 1;
 
@@ -536,7 +536,7 @@ void CPlayers::RenderPlayer(
 
 		Graphics()->SetColor(1.0f,1.0f,1.0f,a);
 		// client_datas::emoticon is an offset from the first emoticon
-		RenderTools()->SelectSprite(SPRITE_OOP + m_pClient->m_aClients[pInfo.m_ClientId].m_Emoticon);
+		RenderTools()->SelectSprite(SPRITE_OOP + m_pClient->m_aClients[pInfo.m_ClientID].m_Emoticon);
 		IGraphics::CQuadItem QuadItem(Position.x, Position.y - 23 - 32*h, 64, 64*h);
 		Graphics()->QuadsDraw(&QuadItem, 1);
 		Graphics()->QuadsEnd();