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r4240 | acceptthis | 2013-03-08 02:41:51 +0000 (Fri, 08 Mar 2013) | 1 line

fix splitscreen viewweapon animation.
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git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4236 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2013-03-12 23:15:55 +00:00
parent 0543a97976
commit 15425420ca

View file

@ -2817,11 +2817,11 @@ void SV_Snapshot_BuildStateQ1(entity_state_t *state, edict_t *ent, client_t *cli
state->u.q1.velocity[1] = 0; state->u.q1.velocity[1] = 0;
state->u.q1.velocity[2] = 0; state->u.q1.velocity[2] = 0;
if (client == &svs.clients[state->number-1]) if ((state->number-1) < (unsigned int)sv.allocated_client_slots && (client == &svs.clients[state->number-1] || client == svs.clients[state->number-1].controller))
state->u.q1.weaponframe = ent->v->weaponframe; state->u.q1.weaponframe = ent->v->weaponframe;
else else
state->u.q1.weaponframe = 0; state->u.q1.weaponframe = 0;
if ((state->number-1) < (unsigned short)sv.allocated_client_slots && ent->v->movetype) if ((state->number-1) < (unsigned int)sv.allocated_client_slots && ent->v->movetype)
{ {
client_t *cl = &svs.clients[state->number-1]; client_t *cl = &svs.clients[state->number-1];
if (cl->isindependant) if (cl->isindependant)