chasing/embodying the followed player (currently with translucent display of client during "embodiment")
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1868 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -439,6 +439,7 @@ void renderclient(playerent *d, const char *mdlname, const char *vwepname, int t
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vec o(d->o);
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o.z -= d->dyneyeheight();
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int basetime = -((int)(size_t)d&0xFFF);
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//if(player1->state == CS_SPECTATE && d->clientnum == player1->followplayercn) return; // don't draw followed player (or see below for "see through")
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if(d->state==CS_DEAD)
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{
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if(d==player1 && d->allowmove()) return;
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@@ -473,6 +474,7 @@ void renderclient(playerent *d, const char *mdlname, const char *vwepname, int t
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a[0].name = vwepname;
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a[0].tag = "tag_weapon";
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}
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if(player1->state == CS_SPECTATE && d->clientnum == player1->followplayercn && player1->spectating == SM_EMBODYPLAYER) anim |= ANIM_TRANSLUCENT; // see through followed player
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rendermodel(mdlname, anim, tex, 1.5f, o, d->yaw+90, d->pitch/4, speed, basetime, d, a);
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if(isteam(player1->team, d->team)) renderaboveheadicon(d);
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}
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