From d3395a8e0a4f148b1b5984eca7d3f1380f10a67f Mon Sep 17 00:00:00 2001 From: Magnus Auvinen Date: Sun, 23 Mar 2008 13:51:11 +0000 Subject: fixed rendering error with the katana and hook. made the rcon more verbose about entering password --- src/game/client/gc_console.cpp | 11 +++++--- src/game/client/gc_console.h | 1 + src/game/client/gc_render_obj.cpp | 53 ++++++++++++++++++++------------------- 3 files changed, 36 insertions(+), 29 deletions(-) (limited to 'src/game/client') diff --git a/src/game/client/gc_console.cpp b/src/game/client/gc_console.cpp index 892c11f7..4eb14118 100644 --- a/src/game/client/gc_console.cpp +++ b/src/game/client/gc_console.cpp @@ -572,10 +572,15 @@ void console_render() const char *prompt = "> "; if(console_type) { - if(client_rcon_authed()) - prompt = "rcon> "; + if(client_state() == CLIENTSTATE_ONLINE) + { + if(client_rcon_authed()) + prompt = "rcon> "; + else + prompt = "ENTER PASSWORD> "; + } else - prompt = "rcon password> "; + prompt = "NOT CONNECTED> "; } gfx_text_ex(&cursor, prompt, -1); diff --git a/src/game/client/gc_console.h b/src/game/client/gc_console.h index b75d7646..0f5e7b9f 100644 --- a/src/game/client/gc_console.h +++ b/src/game/client/gc_console.h @@ -9,6 +9,7 @@ bool console_input_normal_binds(INPUT_EVENT e, void *user_data); //void console_handle_input(); +void console_clear(int type); void console_toggle(int tpye); void console_render(); int console_active(); diff --git a/src/game/client/gc_render_obj.cpp b/src/game/client/gc_render_obj.cpp index b7a8fb84..248408a7 100644 --- a/src/game/client/gc_render_obj.cpp +++ b/src/game/client/gc_render_obj.cpp @@ -279,6 +279,29 @@ void render_player( NETOBJ_PLAYER_INFO info = *player_info; tee_render_info render_info = client_datas[info.cid].render_info; + + // check for teamplay modes + bool is_teamplay = false; + if(netobjects.gameobj && netobjects.gameobj->gametype != GAMETYPE_DM) + is_teamplay = true; + + // check for ninja + if (player.weapon == WEAPON_NINJA) + { + // change the skin for the player to the ninja + int skin = skin_find("x_ninja"); + if(skin != -1) + { + if(is_teamplay) + render_info.texture = skin_get(skin)->color_texture; + else + { + render_info.texture = skin_get(skin)->org_texture; + render_info.color_body = vec4(1,1,1,1); + render_info.color_feet = vec4(1,1,1,1); + } + } + } // set size render_info.size = 64.0f; @@ -286,10 +309,6 @@ void render_player( float intratick = client_intratick(); float ticktime = client_ticktime(); - bool is_teamplay = false; - if(netobjects.gameobj && netobjects.gameobj->gametype != GAMETYPE_DM) - is_teamplay = true; - if(player.health < 0) // dont render dead players return; @@ -406,7 +425,7 @@ void render_player( gfx_quads_setrotation(0); gfx_quads_end(); - render_hand(&client_datas[info.cid].render_info, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0)); + render_hand(&render_info, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0)); } // draw gun @@ -441,20 +460,6 @@ void render_player( } else if (player.weapon == WEAPON_NINJA) { - // change the skin for the player to the ninja - int skin = skin_find("x_ninja"); - if(skin != -1) - { - if(is_teamplay) - render_info.texture = skin_get(skin)->color_texture; - else - { - render_info.texture = skin_get(skin)->org_texture; - render_info.color_body = vec4(1,1,1,1); - render_info.color_feet = vec4(1,1,1,1); - } - } - p = position; p.y += data->weapons[iw].offsety; @@ -529,10 +534,6 @@ void render_player( vec2 muzzlepos = p + dir * data->weapons[iw].muzzleoffsetx + diry * offsety; draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons[iw].visual_size); - /*gfx_setcolor(1.0f,1.0f,1.0f,alpha); - vec2 diry(-dir.y,dir.x); - p += dir * muzzleparams[player.weapon].offsetx + diry * offsety; - gfx_quads_draw(p.x,p.y,muzzleparams[player.weapon].sizex, muzzleparams[player.weapon].sizey);*/ } } } @@ -540,9 +541,9 @@ void render_player( switch (player.weapon) { - case WEAPON_GUN: render_hand(&client_datas[info.cid].render_info, p, direction, -3*pi/4, vec2(-15, 4)); break; - case WEAPON_SHOTGUN: render_hand(&client_datas[info.cid].render_info, p, direction, -pi/2, vec2(-5, 4)); break; - case WEAPON_GRENADE: render_hand(&client_datas[info.cid].render_info, p, direction, -pi/2, vec2(-4, 7)); break; + case WEAPON_GUN: render_hand(&render_info, p, direction, -3*pi/4, vec2(-15, 4)); break; + case WEAPON_SHOTGUN: render_hand(&render_info, p, direction, -pi/2, vec2(-5, 4)); break; + case WEAPON_GRENADE: render_hand(&render_info, p, direction, -pi/2, vec2(-4, 7)); break; } } -- cgit 1.4.1