do not render inactive players (radar/minimap)

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6542 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lucas GAUTHERON
2011-06-23 22:11:24 +00:00
parent d52d71dde0
commit 2f3be59098
+4 -6
View File
@@ -445,12 +445,11 @@ void drawradar_showmap(playerent *p, int w, int h)
vec mdd(mapdims[0], mapdims[1], 0);
vec cod(offx+0.5f, offy+0.5f, 0);
vec ppv = vec(p->o).sub(mdd).mul(coordtrans).add(cod);
drawradarent(ppv.x+displace, ppv.y+displace, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player
if(team_isactive(p->team)) drawradarent(ppv.x+displace, ppv.y+displace, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player
loopv(players) // other players
{
playerent *pl = players[i];
if(!pl || pl==p) continue;
if(!isteam(p->team, pl->team)) continue;
if(!pl || pl==p || !isteam(p->team, pl->team) || !team_isactive(pl->team)) continue;
vec rtmp = vec(pl->o).sub(mdd).mul(coordtrans).add(cod);
drawradarent(rtmp.x+displace, rtmp.y+displace, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_base(pl->team), iconsize, isattacking(pl), "%s", colorname(pl));
}
@@ -534,12 +533,11 @@ void drawradar_vicinity(playerent *p, int w, int h)
glDisable(GL_BLEND);
circle(minimaptex, halfviewsize, halfviewsize, halfviewsize, usecenter.x/(float)gdim, usecenter.y/(float)gdim, scaleh, 31);
glTranslatef(halfviewsize, halfviewsize, 0);
drawradarent(0, 0, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player
if(team_isactive(p->team)) drawradarent(0, 0, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player
loopv(players) // other players
{
playerent *pl = players[i];
if(!pl || pl==p) continue;
if(!isteam(p->team, pl->team)) continue;
if(!pl || pl==p || !isteam(p->team, pl->team) || !team_isactive(pl->team)) continue;
vec rtmp = vec(pl->o).sub(p->o);
bool isok = rtmp.magnitude() < d2s;
if(isok)