Example #1
0
void GAMECLIENT::update_local_character_pos()
{
	if(config.cl_predict && client_state() != CLIENTSTATE_DEMOPLAYBACK)
	{
		if(!snap.local_character || (snap.local_character->health < 0) || (snap.gameobj && snap.gameobj->game_over))
		{
			// don't use predicted
		}
		else
			local_character_pos = mix(predicted_prev_char.pos, predicted_char.pos, client_predintratick());
	}
	else if(snap.local_character && snap.local_prev_character)
	{
		local_character_pos = mix(
			vec2(snap.local_prev_character->x, snap.local_prev_character->y),
			vec2(snap.local_character->x, snap.local_character->y), client_intratick());
	}
	if(spectate_cid == -1)
		freeview = true;
	if(snap.spectate && !freeview)
	{
		if(!snap.characters[spectate_cid].active || clients[spectate_cid].team == -1)
		{
			freeview = true;
			return;
		}
		spectate_pos = mix(
			vec2(snap.characters[spectate_cid].prev.x, snap.characters[spectate_cid].prev.y),
			vec2(snap.characters[spectate_cid].cur.x, snap.characters[spectate_cid].cur.y), client_intratick());
	}
}
Example #2
0
void NAMEPLATES::render_nameplate(
	const NETOBJ_CHARACTER *prev_char,
	const NETOBJ_CHARACTER *player_char,
	const NETOBJ_PLAYER_INFO *player_info
	)
{
	float intratick = client_intratick();
	
	vec2 position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), intratick);
	
	// render name plate
	if(!player_info->local)
	{
		//gfx_text_color
		float a = 1;
		if(config.cl_nameplates_always == 0)
			a = clamp(1-powf(distance(gameclient.controls->target_pos, position)/200.0f,16.0f), 0.0f, 1.0f);
			
		const char *name = gameclient.clients[player_info->cid].name;
		float tw = gfx_text_width(0, 28.0f, name, -1);
		gfx_text_color(1,1,1,a);
		gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
		
		if(config.debug) // render client id when in debug aswell
		{
			char buf[128];
			str_format(buf, sizeof(buf),"%d", player_info->cid);
			gfx_text(0, position.x, position.y-90, 28.0f, buf, -1);
		}

		gfx_text_color(1,1,1,1);
	}
}
Example #3
0
void GAMECLIENT::update_local_character_pos()
{
	if ( config.cl_predict && client_state() != CLIENTSTATE_DEMOPLAYBACK ) {
		if ( snap.local_character && ( snap.local_character->health > 0 ) ) {
			local_character_pos = mix( predicted_prev_char.pos, 
				predicted_char.pos, client_predintratick( ) );
		}
	
	} else if( snap.local_character && snap.local_prev_character ) {
		local_character_pos = mix(
			vec2(snap.local_prev_character->x, snap.local_prev_character->y),
			vec2(snap.local_character->x, snap.local_character->y), client_intratick());
	}
}
Example #4
0
void ITEMS::render_flag(const NETOBJ_FLAG *prev, const NETOBJ_FLAG *current)
{
	float angle = 0.0f;
	float size = 42.0f;

	if(gameclient.snap.local_info && current->carried_by == gameclient.snap.local_info->cid && config.tc_hide_carrying)
		return;

	gfx_blend_normal();
	if(config.tc_colored_flags)
		gfx_texture_set(data->images[IMAGE_GAME_GRAY].id);
	else
		gfx_texture_set(data->images[IMAGE_GAME].id);
	gfx_quads_begin();

	if(config.tc_colored_flags && gameclient.snap.local_info)
	{
		vec3 col = TeecompUtils::getTeamColor(current->team, gameclient.snap.local_info->team,
			config.tc_colored_tees_team1, config.tc_colored_tees_team2, config.tc_colored_tees_method);
		gfx_setcolor(col.r, col.g, col.b, 1.0f);
	}

	if(current->team == 0) // red team
		select_sprite(SPRITE_FLAG_RED);
	else
		select_sprite(SPRITE_FLAG_BLUE);

	gfx_quads_setrotation(angle);

	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
	
	// make sure that the flag isn't interpolated between capture and return
	if(prev->carried_by != current->carried_by)
		pos = vec2(current->x, current->y);

	// make sure to use predicted position if we are the carrier
	if(gameclient.snap.local_info && current->carried_by == gameclient.snap.local_info->cid)
		pos = gameclient.local_character_pos;

	gfx_quads_draw(pos.x, pos.y-size*0.75f, size, size*2);
	gfx_quads_end();
}
Example #5
0
void ITEMS::render_pickup(const NETOBJ_PICKUP *prev, const NETOBJ_PICKUP *current)
{
	gfx_texture_set(data->images[IMAGE_GAME].id);
	gfx_quads_begin();
	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
	float angle = 0.0f;
	float size = 64.0f;
	if (current->type == POWERUP_WEAPON)
	{
		angle = 0; //-pi/6;//-0.25f * pi * 2.0f;
		select_sprite(data->weapons.id[clamp(current->subtype, 0, NUM_WEAPONS-1)].sprite_body);
		size = data->weapons.id[clamp(current->subtype, 0, NUM_WEAPONS-1)].visual_size;
	}
	else
	{
		const int c[] = {
			SPRITE_PICKUP_HEALTH,
			SPRITE_PICKUP_ARMOR,
			SPRITE_PICKUP_WEAPON,
			SPRITE_PICKUP_NINJA
			};
		select_sprite(c[current->type]);

		if(c[current->type] == SPRITE_PICKUP_NINJA)
		{
			gameclient.effects->powerupshine(pos, vec2(96,18));
			size *= 2.0f;
			pos.x += 10.0f;
		}
	}

	gfx_quads_setrotation(angle);

	float offset = pos.y/32.0f + pos.x/32.0f;
	pos.x += cosf(client_localtime()*2.0f+offset)*2.5f;
	pos.y += sinf(client_localtime()*2.0f+offset)*2.5f;
	draw_sprite(pos.x, pos.y, size);
	gfx_quads_end();
}
Example #6
0
void PLAYERS::render_player(
	const NETOBJ_CHARACTER *prev_char,
	const NETOBJ_CHARACTER *player_char,
	const NETOBJ_PLAYER_INFO *prev_info,
	const NETOBJ_PLAYER_INFO *player_info
	)
{
	NETOBJ_CHARACTER prev;
	NETOBJ_CHARACTER player;
	prev = *prev_char;
	player = *player_char;

	NETOBJ_PLAYER_INFO info = *player_info;
	TEE_RENDER_INFO render_info = gameclient.clients[info.cid].render_info;

	// check for teamplay modes
	bool new_tick = gameclient.new_tick;

	// check for ninja	
	if ( player.weapon == WEAPON_NINJA ) {
		// change the skin for the player to the ninja
		int skin = gameclient.skins->find("x_ninja");
		
		if (skin != -1) {
			render_info.texture = gameclient.skins->get( skin )->org_texture;
			render_info.color_body = vec4( 1,1,1,1 );
			render_info.color_feet = vec4( 1,1,1,1 );
		}	
	}
	
	// set size
	render_info.size = 64.0f;

	float intratick = client_intratick();
	
	if(player.health < 0) // dont render dead players
		return;

	float angle = mix((float)prev.angle, (float)player.angle, intratick)/256.0f;
	
	//float angle = 0;
	
	// just use the direct input if it's local player we are rendering
	if(info.local && client_state() != CLIENTSTATE_DEMOPLAYBACK)
		angle = get_angle(gameclient.controls->mouse_pos);
	
	// use preditect players if needed
	if(info.local && config.cl_predict && client_state() != CLIENTSTATE_DEMOPLAYBACK)
	{
		if ( gameclient.snap.local_character && ( gameclient.snap.local_character->health >= 0 ) ) {
			// apply predicted results
			gameclient.predicted_char.write(&player);
			gameclient.predicted_prev_char.write(&prev);
			intratick = client_predintratick();
			new_tick = gameclient.new_predicted_tick;
		}
	}
	
	vec2 direction = get_direction((int)(angle*256.0f));
	vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick);
	vec2 vel = mix(vec2(prev.vx/256.0f, prev.vy/256.0f), vec2(player.vx/256.0f, player.vy/256.0f), intratick);
	
	gameclient.flow->add(position, vel*100.0f, 10.0f);
	
	render_info.got_airjump = player.jumped&2?0:1;
	
	
	// detect events
	if(new_tick)
	{
		// detect air jump
		if(!render_info.got_airjump && !(prev.jumped&2))
			gameclient.effects->air_jump(position);
	}

	if(prev.health < 0) // Don't flicker from previous position
		position = vec2(player.x, player.y);

	bool stationary = player.vx < 1 && player.vx > -1;
	bool inair = col_check_point(player.x, player.y+16) == 0;
	bool want_other_dir = (player.direction == -1 && vel.x > 0) || (player.direction == 1 && vel.x < 0);

	// evaluate animation
	float walk_time = fmod(position.x, 100.0f)/100.0f;
	ANIMSTATE state;
	state.set(&data->animations[ANIM_BASE], 0);

	if(inair)
		state.add(&data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
	else if(stationary)
		state.add(&data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
	else if(!want_other_dir)
		state.add(&data->animations[ANIM_WALK], walk_time, 1.0f);

	if (player.weapon == WEAPON_HAMMER)
	{
		float ct = (client_prevtick()-player.attacktick)/(float)SERVER_TICK_SPEED + client_ticktime();
		state.add(&data->animations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f);
	}
	if (player.weapon == WEAPON_NINJA)
	{
		float ct = (client_prevtick()-player.attacktick)/(float)SERVER_TICK_SPEED + client_ticktime();
		state.add(&data->animations[ANIM_NINJA_SWING], clamp(ct*2.0f,0.0f,1.0f), 1.0f);
	}
	
	// do skidding
	if(!inair && want_other_dir && length(vel*50) > 500.0f)
	{
		static int64 skid_sound_time = 0;
		if(time_get()-skid_sound_time > time_freq()/10)
		{
			gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, position);
			skid_sound_time = time_get();
		}
		
		gameclient.effects->skidtrail(
			position+vec2(-player.direction*6,12),
			vec2(-player.direction*100*length(vel),-50)
		);
	}

	// draw hook
	if (prev.hook_state>0 && player.hook_state>0)
	{
		gfx_texture_set(data->images[IMAGE_GAME].id);
		gfx_quads_begin();
		//gfx_quads_begin();

		vec2 pos = position;
		vec2 hook_pos;
		
		if(player_char->hooked_player != -1)
		{
			if(gameclient.snap.local_info && player_char->hooked_player == gameclient.snap.local_info->cid)
			{
				hook_pos = mix(vec2(gameclient.predicted_prev_char.pos.x, gameclient.predicted_prev_char.pos.y),
					vec2(gameclient.predicted_char.pos.x, gameclient.predicted_char.pos.y), client_predintratick());
			}
			else
				hook_pos = mix(vec2(prev_char->hook_x, prev_char->hook_y), vec2(player_char->hook_x, player_char->hook_y), client_intratick());
		}
		else
			hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), intratick);

		float d = distance(pos, hook_pos);
		vec2 dir = normalize(pos-hook_pos);

		gfx_quads_setrotation(get_angle(dir)+pi);

		// render head
		select_sprite(SPRITE_HOOK_HEAD);
		gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16);

		// render chain
		select_sprite(SPRITE_HOOK_CHAIN);
		int i = 0;
		for(float f = 24; f < d && i < 1024; f += 24, i++)
		{
			vec2 p = hook_pos + dir*f;
			gfx_quads_draw(p.x, p.y,24,16);
		}

		gfx_quads_setrotation(0);
		gfx_quads_end();

		render_hand(&render_info, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0));
	}

	// draw gun
	{
		gfx_texture_set(data->images[IMAGE_GAME].id);
		gfx_quads_begin();
		gfx_quads_setrotation(state.attach.angle*pi*2+angle);

		// normal weapons
		int iw = clamp(player.weapon, 0, NUM_WEAPONS-1);
		select_sprite(data->weapons.id[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);

		vec2 dir = direction;
		float recoil = 0.0f;
		vec2 p;
		if (player.weapon == WEAPON_HAMMER)
		{
			// Static position for hammer
			p = position + vec2(state.attach.x, state.attach.y);
			p.y += data->weapons.id[iw].offsety;
			// if attack is under way, bash stuffs
			if(direction.x < 0)
			{
				gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
				p.x -= data->weapons.id[iw].offsetx;
			}
			else
			{
				gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
			}
			draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
		}
		else if (player.weapon == WEAPON_NINJA)
		{
			p = position;
			p.y += data->weapons.id[iw].offsety;

			if(direction.x < 0)
			{
				gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
				p.x -= data->weapons.id[iw].offsetx;
				gameclient.effects->powerupshine(p+vec2(32,0), vec2(32,12));
			}
			else
			{
				gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
				gameclient.effects->powerupshine(p-vec2(32,0), vec2(32,12));
			}
			draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);

			// HADOKEN
			if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons.id[iw].num_sprite_muzzles)
			{
				int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
				float alpha = 1.0f;
				if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
				{
					vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y);
					dir = normalize(dir);
					float hadokenangle = get_angle(dir);
					gfx_quads_setrotation(hadokenangle);
					//float offsety = -data->weapons[iw].muzzleoffsety;
					select_sprite(data->weapons.id[iw].sprite_muzzles[itex], 0);
					vec2 diry(-dir.y,dir.x);
					p = position;
					float offsetx = data->weapons.id[iw].muzzleoffsetx;
					p -= dir * offsetx;
					draw_sprite(p.x, p.y, 160.0f);
				}
			}
		}
		else
		{
			// TODO: should be an animation
			recoil = 0;
			float a = (client_tick()-player.attacktick+intratick)/5.0f;
			if(a < 1)
				recoil = sinf(a*pi);
			p = position + dir * data->weapons.id[iw].offsetx - dir*recoil*10.0f;
			p.y += data->weapons.id[iw].offsety;
			draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
		}

		if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN)
		{
			// check if we're firing stuff
			if(data->weapons.id[iw].num_sprite_muzzles)//prev.attackticks)
			{
				float alpha = 0.0f;
				int phase1tick = (client_tick() - player.attacktick);
				if (phase1tick < (data->weapons.id[iw].muzzleduration + 3))
				{
					float t = ((((float)phase1tick) + intratick)/(float)data->weapons.id[iw].muzzleduration);
					alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
				}

				int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
				if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
				{
					float offsety = -data->weapons.id[iw].muzzleoffsety;
					select_sprite(data->weapons.id[iw].sprite_muzzles[itex], direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
					if(direction.x < 0)
						offsety = -offsety;

					vec2 diry(-dir.y,dir.x);
					vec2 muzzlepos = p + dir * data->weapons.id[iw].muzzleoffsetx + diry * offsety;

					draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons.id[iw].visual_size);
				}
			}
		}
		gfx_quads_end();

		switch (player.weapon)
		{
			case WEAPON_GUN: render_hand(&render_info, p, direction, -3*pi/4, vec2(-15, 4)); break;
			case WEAPON_SHOTGUN: render_hand(&render_info, p, direction, -pi/2, vec2(-5, 4)); break;
			case WEAPON_GRENADE: render_hand(&render_info, p, direction, -pi/2, vec2(-4, 7)); break;
		}

	}

	// render the "shadow" tee
	if(info.local && config.debug)
	{
		vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick());
		TEE_RENDER_INFO ghost = render_info;
		ghost.color_body.a = 0.5f;
		ghost.color_feet.a = 0.5f;
		render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost
	}

	render_info.size = 64.0f; // force some settings
	render_info.color_body.a = 1.0f;
	render_info.color_feet.a = 1.0f;
	
	render_tee(&state, &render_info, player.emote, direction, position);

	if(player.player_state == PLAYERSTATE_CHATTING)
	{
		gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
		gfx_quads_begin();
		select_sprite(SPRITE_DOTDOT);
		gfx_quads_draw(position.x + 24, position.y - 40, 64,64);
		gfx_quads_end();
	}

	if (gameclient.clients[info.cid].emoticon_start != -1 && gameclient.clients[info.cid].emoticon_start + 2 * client_tickspeed() > client_tick())
	{
		gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
		gfx_quads_begin();

		int since_start = client_tick() - gameclient.clients[info.cid].emoticon_start;
		int from_end = gameclient.clients[info.cid].emoticon_start + 2 * client_tickspeed() - client_tick();

		float a = 1;

		if (from_end < client_tickspeed() / 5)
			a = from_end / (client_tickspeed() / 5.0);

		float h = 1;
		if (since_start < client_tickspeed() / 10)
			h = since_start / (client_tickspeed() / 10.0);

		float wiggle = 0;
		if (since_start < client_tickspeed() / 5)
			wiggle = since_start / (client_tickspeed() / 5.0);

		float wiggle_angle = sin(5*wiggle);

		gfx_quads_setrotation(pi/6*wiggle_angle);

		gfx_setcolor(1.0f,1.0f,1.0f,a);
		// client_datas::emoticon is an offset from the first emoticon
		select_sprite(SPRITE_OOP + gameclient.clients[info.cid].emoticon);
		gfx_quads_draw(position.x, position.y - 23 - 32*h, 64, 64*h);
		gfx_quads_end();
	}
}
Example #7
0
void ITEMS::render_laser(const struct NETOBJ_LASER *current)
{
	vec2 pos = vec2(current->x, current->y);
	vec2 from = vec2(current->from_x, current->from_y);
	vec2 dir = normalize(pos-from);

	float ticks = client_tick() + client_intratick() - current->start_tick;
	float ms = (ticks/50.0f) * 1000.0f;
	float a =  ms / gameclient.tuning.laser_bounce_delay;
	a = clamp(a, 0.0f, 1.0f);
	float ia = 1-a;
	
	vec2 out, border;
	
	gfx_blend_normal();
	gfx_texture_set(-1);
	gfx_quads_begin();
	
	//vec4 inner_color(0.15f,0.35f,0.75f,1.0f);
	//vec4 outer_color(0.65f,0.85f,1.0f,1.0f);

	// do outline
	vec4 outer_color(
		(config.tc_laser_color_outer>>16)/255.0f,
		((config.tc_laser_color_outer>>8)&0xff)/255.0f,
		(config.tc_laser_color_outer&0xff)/255.0f, 1.0f);
	gfx_setcolor(outer_color.r,outer_color.g,outer_color.b,1.0f);
	out = vec2(dir.y, -dir.x) * (7.0f*ia);

	gfx_quads_draw_freeform(
			from.x-out.x, from.y-out.y,
			from.x+out.x, from.y+out.y,
			pos.x-out.x, pos.y-out.y,
			pos.x+out.x, pos.y+out.y
		);

	// do inner	
	vec4 inner_color(
		(config.tc_laser_color_inner>>16)/255.0f,
		((config.tc_laser_color_inner>>8)&0xff)/255.0f,
		(config.tc_laser_color_inner&0xff)/255.0f, 1.0f);
	out = vec2(dir.y, -dir.x) * (5.0f*ia);
	gfx_setcolor(inner_color.r, inner_color.g, inner_color.b, 1.0f); // center
	
	gfx_quads_draw_freeform(
			from.x-out.x, from.y-out.y,
			from.x+out.x, from.y+out.y,
			pos.x-out.x, pos.y-out.y,
			pos.x+out.x, pos.y+out.y
		);
		
	gfx_quads_end();
	
	// render head
	{
		gfx_blend_normal();
		gfx_texture_set(data->images[IMAGE_PARTICLES].id);
		gfx_quads_begin();

		int sprites[] = {SPRITE_PART_SPLAT01, SPRITE_PART_SPLAT02, SPRITE_PART_SPLAT03};
		select_sprite(sprites[client_tick()%3]);
		gfx_quads_setrotation(client_tick());
		gfx_setcolor(outer_color.r,outer_color.g,outer_color.b,1.0f);
		gfx_quads_draw(pos.x, pos.y, 24,24);
		gfx_setcolor(inner_color.r, inner_color.g, inner_color.b, 1.0f);
		gfx_quads_draw(pos.x, pos.y, 20,20);
		gfx_quads_end();
	}
	
	gfx_blend_normal();	
}
Example #8
0
void ITEMS::render_projectile(const NETOBJ_PROJECTILE *current, int itemid)
{

	// get positions
	float curvature = 0;
	float speed = 0;
	if(current->type == WEAPON_GRENADE)
	{
		curvature = gameclient.tuning.grenade_curvature;
		speed = gameclient.tuning.grenade_speed;
	}
	else if(current->type == WEAPON_SHOTGUN)
	{
		curvature = gameclient.tuning.shotgun_curvature;
		speed = gameclient.tuning.shotgun_speed;
	}
	else if(current->type == WEAPON_GUN)
	{
		curvature = gameclient.tuning.gun_curvature;
		speed = gameclient.tuning.gun_speed;
	}

	float ct = (client_prevtick()-current->start_tick)/(float)SERVER_TICK_SPEED + client_ticktime();
	if(ct < 0)
		return; // projectile havn't been shot yet
		
	vec2 startpos(current->x, current->y);
	vec2 startvel(current->vx/100.0f, current->vy/100.0f);
	vec2 pos = calc_pos(startpos, startvel, curvature, speed, ct);
	vec2 prevpos = calc_pos(startpos, startvel, curvature, speed, ct-0.001f);


	gfx_texture_set(data->images[IMAGE_GAME].id);
	gfx_quads_begin();
	
	select_sprite(data->weapons.id[clamp(current->type, 0, NUM_WEAPONS-1)].sprite_proj);
	vec2 vel = pos-prevpos;
	//vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
	

	// add particle for this projectile
	if(current->type == WEAPON_GRENADE)
	{
		gameclient.effects->smoketrail(pos, vel*-1);
		gameclient.flow->add(pos, vel*1000*client_frametime(), 10.0f);
		gfx_quads_setrotation(client_localtime()*pi*2*2 + itemid);
	}
	else
	{
		gameclient.effects->bullettrail(pos);
		gameclient.flow->add(pos, vel*1000*client_frametime(), 10.0f);

		if(length(vel) > 0.00001f)
			gfx_quads_setrotation(get_angle(vel));
		else
			gfx_quads_setrotation(0);

	}

	gfx_quads_draw(pos.x, pos.y, 32, 32);

	///--- Added by Tigra
	// Draw shadows of grenades
	bool local_player_in_game = 
		gameclient.clients[gameclient.snap.local_cid].team != -1;

	if(config.cl_antiping && current->type == WEAPON_GRENADE && local_player_in_game)
	{
		// Calculate average prediction offset, because client_predtick() gets varial values :(((
		// Must be there is a normal way to realize it, but I'm too lazy to find it. ^)
		if (gameclient.average_prediction_offset == -1)
		{
			int offset = client_predtick() - client_tick();
			gameclient.prediction_offset_summ += offset;
			gameclient.prediction_offset_count++;

			if (gameclient.prediction_offset_count >= 100)
			{
				gameclient.average_prediction_offset = 
					round((float)gameclient.prediction_offset_summ / gameclient.prediction_offset_count);
			}
		}		

		// Draw shadow only if grenade directed to local player
		int local_cid = gameclient.snap.local_cid;
		NETOBJ_CHARACTER& cur_char = gameclient.snap.characters[local_cid].cur;
		NETOBJ_CHARACTER& prev_char = gameclient.snap.characters[local_cid].prev;
		vec2 server_pos = mix(vec2(prev_char.x, prev_char.y), vec2(cur_char.x, cur_char.y), client_intratick());

		float d1 = distance(pos, server_pos);
		float d2 = distance(prevpos, server_pos);
		if (d1 < 0) d1 *= -1;
		if (d2 < 0) d2 *= -1;
		bool grenade_directed_to_local_player = d1 < d2;

		if (gameclient.average_prediction_offset != -1 && grenade_directed_to_local_player)
		{
			int predicted_tick = client_prevtick() + gameclient.average_prediction_offset;
			float predicted_ct = (predicted_tick - current->start_tick)/(float)SERVER_TICK_SPEED + client_ticktime();
		
			if (predicted_ct >= 0)
			{
				int shadow_type = WEAPON_GUN; // Pistol bullet sprite is used for marker of shadow. TODO: use something custom.
				select_sprite(data->weapons.id[clamp(shadow_type, 0, NUM_WEAPONS-1)].sprite_proj);

				vec2 predicted_pos = calc_pos(startpos, startvel, curvature, speed, predicted_ct);
				gfx_quads_draw(predicted_pos.x, predicted_pos.y, 32, 32);
			}
		}
	}
	///---

	gfx_quads_setrotation(0);
	gfx_quads_end();
}