/* =================== idPlayerView::RenderPlayerView =================== */ void idPlayerView::RenderPlayerView(idUserInterface *hud) { const renderView_t *view = player->GetRenderView(); if (g_skipViewEffects.GetBool()) { SingleView(hud, view); } else { if (player->GetInfluenceMaterial() || player->GetInfluenceEntity()) { InfluenceVision(hud, view); } else if (gameLocal.time < dvFinishTime) { DoubleVision(hud, view, dvFinishTime - gameLocal.time); } else if (player->PowerUpActive(BERSERK)) { BerserkVision(hud, view); } else { SingleView(hud, view); } ScreenFade(); } if (net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient) { renderSystem->SetColor4(1.0f, 1.0f, 1.0f, 1.0f); renderSystem->DrawStretchPic(10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial); } }
/* =================== idPlayerView::RenderPlayerView =================== */ void idPlayerView::RenderPlayerView( idUserInterface *hud ) { const renderView_t *view = player->GetRenderView(); if ( g_skipViewEffects.GetBool() ) { SingleView( hud, view ); } else { /* Render the standard view */ if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) { InfluenceVision( hud, view ); } else if ( gameLocal.time < dvFinishTime ) { DoubleVision( hud, view, dvFinishTime - gameLocal.time ); } else if ( player->PowerUpActive( BERSERK ) ) { BerserkVision( hud, view ); } else { SingleView( hud, view ); } #ifdef _DENTONMOD // HDR related - J.C.Denton /* Update HDR post-process */ this->m_postProcessManager.Update(); #endif ScreenFade(); } /* Render the hud on top of everything */ if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() && !player->objectiveSystemOpen && !player->spectating ) { player->DrawHUD( hud ); } if ( net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient ) { renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial ); } }