diff options
Diffstat (limited to 'src/game/client/game_client.cpp')
| -rw-r--r-- | src/game/client/game_client.cpp | 16 |
1 files changed, 9 insertions, 7 deletions
diff --git a/src/game/client/game_client.cpp b/src/game/client/game_client.cpp index cc91c923..42bd119c 100644 --- a/src/game/client/game_client.cpp +++ b/src/game/client/game_client.cpp @@ -1148,6 +1148,8 @@ static void render_player(const obj_player *prev_obj, const obj_player *player_o prev = *prev_obj; player = *player_obj; + float intratick = client_intratick(); + if(player.health < 0) // dont render dead players return; @@ -1156,6 +1158,7 @@ static void render_player(const obj_player *prev_obj, const obj_player *player_o // apply predicted results predicted_player.write(&player); predicted_prev_player.write(&prev); + intratick = client_intrapredtick(); } int skin = charids[player.clientid]; @@ -1165,7 +1168,7 @@ static void render_player(const obj_player *prev_obj, const obj_player *player_o vec2 direction = get_direction(player.angle); float angle = player.angle/256.0f; - vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), client_intratick()); + vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick); if(prev.health < 0) // Don't flicker from previous position position = vec2(player.x, player.y); @@ -1187,12 +1190,12 @@ static void render_player(const obj_player *prev_obj, const obj_player *player_o if (player.weapon == WEAPON_HAMMER) { - float a = clamp((client_tick()-player.attacktick+client_intratick())/10.0f, 0.0f, 1.0f); + float a = clamp((client_tick()-player.attacktick+intratick)/10.0f, 0.0f, 1.0f); anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f); } if (player.weapon == WEAPON_NINJA) { - float a = clamp((client_tick()-player.attacktick+client_intratick())/40.0f, 0.0f, 1.0f); + float a = clamp((client_tick()-player.attacktick+intratick)/40.0f, 0.0f, 1.0f); anim_eval_add(&state, &data->animations[ANIM_NINJA_SWING], a, 1.0f); } @@ -1204,7 +1207,7 @@ static void render_player(const obj_player *prev_obj, const obj_player *player_o //gfx_quads_begin(); vec2 pos = position; - vec2 hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), client_intratick()); + vec2 hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), intratick); float d = distance(pos, hook_pos); vec2 dir = normalize(pos-hook_pos); @@ -1302,7 +1305,7 @@ static void render_player(const obj_player *prev_obj, const obj_player *player_o { // TODO: should be an animation recoil = 0; - float a = (client_tick()-player.attacktick+client_intratick())/5.0f; + float a = (client_tick()-player.attacktick+intratick)/5.0f; if(a < 1) recoil = sinf(a*pi); p = position + dir * data->weapons[iw].offsetx - dir*recoil*10.0f; @@ -1319,7 +1322,6 @@ static void render_player(const obj_player *prev_obj, const obj_player *player_o int phase1tick = (client_tick() - player.attacktick); if (phase1tick < (data->weapons[iw].muzzleduration + 3)) { - float intratick = client_intratick(); float t = ((((float)phase1tick) + intratick)/(float)data->weapons[iw].muzzleduration); alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t))); } @@ -1818,7 +1820,7 @@ void render_game() } } - local_player_pos = mix(predicted_prev_player.pos, predicted_player.pos, client_intratick()); + local_player_pos = mix(predicted_prev_player.pos, predicted_player.pos, client_intrapredtick()); //local_player_pos = predicted_player.pos; // everything updated, do events |