From b6b69e3f9094dfda478f0c8cc86b4f1f29b0f701 Mon Sep 17 00:00:00 2001 From: sireus Date: Mon, 16 Apr 2012 09:32:42 +0000 Subject: [PATCH] spechudgun -> specthudgun for more coherent var naming git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6786 e016b1c5-ed68-44aa-a2f7-31cac88cffde --- docs/reference.xml | 2 +- source/src/rendergl.cpp | 22 +++++++++++----------- source/src/rendermodel.cpp | 2 -- 3 files changed, 12 insertions(+), 14 deletions(-) diff --git a/docs/reference.xml b/docs/reference.xml index eeb36409..aa0ba9d7 100644 --- a/docs/reference.xml +++ b/docs/reference.xml @@ -4756,7 +4756,7 @@ Output: - + Turns on/off the display of the hudgun while spectating a player in first-person view. Works in demo mode as well. diff --git a/source/src/rendergl.cpp b/source/src/rendergl.cpp index e2d91d5c..da232808 100644 --- a/source/src/rendergl.cpp +++ b/source/src/rendergl.cpp @@ -797,21 +797,21 @@ void drawminimap(int w, int h) camera1->type = ENT_CAMERA; camera1->o.x = mapdims[0] + mapdims[4]/2.0f; camera1->o.y = mapdims[1] + mapdims[5]/2.0f; - + //float gdim = max(mapdims[4], mapdims[5])+2.0f; //make 1 cube smaller to give it a black edge float gdim = max(mapdims[4], mapdims[5]); //no border - + if(!gdim) gdim = ssize/2.0f; camera1->o.z = mapdims[7] + 1; camera1->pitch = -90; camera1->yaw = 0; - - //float orthd = 2 + gdim/2; + + //float orthd = 2 + gdim/2; //glViewport(2, 2, size-4, size-4); // !not wsize here - - float orthd = gdim/2.0f; + + float orthd = gdim/2.0f; glViewport(0, 0, size, size); // !not wsize here - + glClearDepth(0.0); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // stencil added 2010jul22 @@ -838,7 +838,7 @@ void drawminimap(int w, int h) resettmu(0); float hf = hdr.waterlevel-0.3f; renderwater(hf, 0, 0); - + //draw a black border to prevent the minimap texture edges from bleeding in radarview GLfloat prevLineWidth; glGetFloatv(GL_LINE_WIDTH, &prevLineWidth); @@ -853,7 +853,7 @@ void drawminimap(int w, int h) glEnd(); glLineWidth(prevLineWidth); glEnable(GL_BLEND); - + camera1 = oldcam; minimap = false; glBindTexture(GL_TEXTURE_2D, minimaptex); @@ -893,7 +893,7 @@ void resetzone() int xtraverts; VARP(hudgun, 0, 1, 1); -VARP(spechudgun, 0, 1, 1); +VARP(specthudgun, 0, 1, 1); void setperspective(float fovy, float aspect, float nearplane, float farplane) { @@ -928,7 +928,7 @@ void drawhudgun(int w, int h, float aspect, int farplane) { sethudgunperspective(true); - if(hudgun && (spechudgun || !player1->isspectating()) && camera1->type==ENT_PLAYER) + if(hudgun && (specthudgun || !player1->isspectating()) && camera1->type==ENT_PLAYER) { playerent *p = (playerent *)camera1; if(p->state==CS_ALIVE) p->weaponsel->renderhudmodel(); diff --git a/source/src/rendermodel.cpp b/source/src/rendermodel.cpp index 74840ea8..565bc32d 100644 --- a/source/src/rendermodel.cpp +++ b/source/src/rendermodel.cpp @@ -632,8 +632,6 @@ void renderclient(playerent *d, const char *mdlname, const char *vwepname, int t numattach++; } } - // FIXME: while networked my state as spectator seems to stay CS_DEAD, not CS_SPECTATE - // flowtron: I fixed this for following at least (see followplayer()) if(player1->isspectating() && d->clientnum == player1->followplayercn && player1->spectatemode == SM_FOLLOW3RD_TRANSPARENT) { anim |= ANIM_TRANSLUCENT; // see through followed player