cl_showpred
to be displayed in a similar manner.
!image

GameServer()->m_apPlayers[SpectatingClient]
and then if(SnappingClient != -1)
GameServer()->m_apPlayers[SpectatingClient]
and then if(SnappingClient != -1)
##
instead of -----
cmd
and sql
langs for those missing it
build
dir in sanatizer sectioncl_use_player_skin7
, cl_use_dummy_skin7
This is not a duplicate ofcl_showpred
turned on // draw feet
Graphics()->TextureSet(pInfo->m_aTextures[SKINPART_FEET]);
Graphics()->QuadsBegin();
CAnimKeyframe *pFoot = f ? pAnim->GetFrontFoot() : pAnim->GetBackFoot();
float w = BaseSize/2.1f;
float h = w;
Graphics()->QuadsSetRotation(pFoot->m_Angle*pi*2);
if(OutLine)
{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
SelectSprite(SPRITE_TEE_FOOT_OUTLINE, 0, 0, 0);
}
else
{
bool Indicate = !pInfo->m_GotAirJump && m_pConfig->m_ClAirjumpindicator;
float cs = 1.0f; // color scale
if(Indicate)
cs = 0.5f;
Graphics()->SetColor(pInfo->m_aColors[SKINPART_FEET].r*cs, pInfo->m_aColors[SKINPART_FEET].g*cs, pInfo->m_aColors[SKINPART_FEET].b*cs, pInfo->m_aColors[SKINPART_FEET].a);
SelectSprite(SPRITE_TEE_FOOT, 0, 0, 0);
}
IGraphics::CQuadItem QuadItem(Position.x+pFoot->m_X*AnimScale, Position.y+pFoot->m_Y*AnimScale, w, h);
Graphics()->QuadsDraw(&QuadItem, 1);
Graphics()->QuadsEnd();
CAnimState
is giving out for the feet
class CAnimState
{
CAnimKeyframe m_Body;
CAnimKeyframe m_BackFoot;
CAnimKeyframe m_FrontFoot;
CAnimKeyframe m_Attach;
public:
CAnimKeyframe *GetBody() { return &m_Body; }
CAnimKeyframe *GetBackFoot() { return &m_BackFoot; }
CAnimKeyframe *GetFrontFoot() { return &m_FrontFoot; }
CAnimKeyframe *GetAttach() { return &m_Attach; }
void Set(CAnimation *pAnim, float Time);
void Add(CAnimation *pAdded, float Time, float Amount);
static CAnimState *GetIdle();
};