diff --git a/source/src/clientextras.cpp b/source/src/clientextras.cpp index dea334c6..14c2c803 100644 --- a/source/src/clientextras.cpp +++ b/source/src/clientextras.cpp @@ -35,9 +35,7 @@ void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale else if((!d->move && !d->strafe) || !d->moving) { n = 12; } else if(!d->onfloor && d->timeinair>100) { n = 18; } else { n = 14; speed = 1200/d->maxspeed*scale; if(hellpig) speed = 300/d->maxspeed; }; - if(hellpig) { n++; scale *= 32; mz -= 1.9f; }; - n = 14; //fixme - basetime = -((int)d&0xFFF); + if(hellpig) { n++; scale *= 32; mz -= 1.9f; }; rendermodel(mdlname, frame[n], range[n], 0, 1.5f, d->o.x, mz, d->o.y, d->yaw+90, d->pitch/2, team, scale, speed, 0, basetime); }; diff --git a/source/src/main.cpp b/source/src/main.cpp index 1c3bd3b1..3f7643de 100644 --- a/source/src/main.cpp +++ b/source/src/main.cpp @@ -200,7 +200,8 @@ int main(int argc, char **argv) fps = (1000.0f/curtime+fps*50)/51; computeraytable(player1->o.x, player1->o.y); readdepth(scr_w, scr_h); - SDL_GL_SwapBuffers(); + SDL_GL_SwapBuffers(); + extern void updatevol(); updatevol(); if(framesinmap++<5) // cheap hack to get rid of initial sparklies, even when triple buffering etc. { player1->yaw += 5; diff --git a/source/src/weapon.cpp b/source/src/weapon.cpp index 800c0ab9..0d0c1a12 100644 --- a/source/src/weapon.cpp +++ b/source/src/weapon.cpp @@ -330,7 +330,7 @@ void moveprojectiles(float time) void shootv(int gun, vec &from, vec &to, dynent *d, bool local) // create visual effect from a shot { - playsound(guns[gun].sound, &d->o); + playsound(guns[gun].sound, d==player1 ? NULL : &d->o); int pspeed = 25; switch(gun) {