| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | |
| 4 | #include "effects.h" |
| 5 | |
| 6 | #include <engine/demo.h> |
| 7 | #include <engine/shared/config.h> |
| 8 | |
| 9 | #include <generated/client_data.h> |
| 10 | |
| 11 | #include <game/client/components/damageind.h> |
| 12 | #include <game/client/components/flow.h> |
| 13 | #include <game/client/components/particles.h> |
| 14 | #include <game/client/components/sounds.h> |
| 15 | #include <game/client/gameclient.h> |
| 16 | |
| 17 | CEffects::CEffects() |
| 18 | { |
| 19 | m_Add5hz = false; |
| 20 | m_Add50hz = false; |
| 21 | m_Add100hz = false; |
| 22 | } |
| 23 | |
| 24 | void CEffects::AirJump(vec2 Pos, float Alpha, float Volume) |
| 25 | { |
| 26 | CParticle p; |
| 27 | p.SetDefault(); |
| 28 | p.m_Spr = SPRITE_PART_AIRJUMP; |
| 29 | p.m_Pos = Pos + vec2(-6.0f, 16.0f); |
| 30 | p.m_Vel = vec2(0.0f, -200.0f); |
| 31 | p.m_LifeSpan = 0.5f; |
| 32 | p.m_StartSize = 48.0f; |
| 33 | p.m_EndSize = 0.0f; |
| 34 | p.m_Rot = random_angle(); |
| 35 | p.m_Rotspeed = pi * 2.0f; |
| 36 | p.m_Gravity = 500.0f; |
| 37 | p.m_Friction = 0.7f; |
| 38 | p.m_FlowAffected = 0.0f; |
| 39 | p.m_Color.a = Alpha; |
| 40 | p.m_StartAlpha = Alpha; |
| 41 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_GENERAL, pPart: &p); |
| 42 | |
| 43 | p.m_Pos = Pos + vec2(6.0f, 16.0f); |
| 44 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_GENERAL, pPart: &p); |
| 45 | |
| 46 | if(g_Config.m_SndGame) |
| 47 | GameClient()->m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: SOUND_PLAYER_AIRJUMP, Volume, Position: Pos); |
| 48 | } |
| 49 | |
| 50 | void CEffects::DamageIndicator(vec2 Pos, vec2 Dir, float Alpha) |
| 51 | { |
| 52 | GameClient()->m_DamageInd.Create(Pos, Dir, Alpha); |
| 53 | } |
| 54 | |
| 55 | void CEffects::PowerupShine(vec2 Pos, vec2 Size, float Alpha) |
| 56 | { |
| 57 | if(!m_Add50hz) |
| 58 | return; |
| 59 | |
| 60 | CParticle p; |
| 61 | p.SetDefault(); |
| 62 | p.m_Spr = SPRITE_PART_SLICE; |
| 63 | p.m_Pos = Pos + vec2(random_float(min: -0.5f, max: 0.5f), random_float(min: -0.5f, max: 0.5f)) * Size; |
| 64 | p.m_Vel = vec2(0.0f, 0.0f); |
| 65 | p.m_LifeSpan = 0.5f; |
| 66 | p.m_StartSize = 16.0f; |
| 67 | p.m_EndSize = 0.0f; |
| 68 | p.m_Rot = random_angle(); |
| 69 | p.m_Rotspeed = pi * 2.0f; |
| 70 | p.m_Gravity = 500.0f; |
| 71 | p.m_Friction = 0.9f; |
| 72 | p.m_FlowAffected = 0.0f; |
| 73 | p.m_Color.a = Alpha; |
| 74 | p.m_StartAlpha = Alpha; |
| 75 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_GENERAL, pPart: &p); |
| 76 | } |
| 77 | |
| 78 | void CEffects::FreezingFlakes(vec2 Pos, vec2 Size, float Alpha) |
| 79 | { |
| 80 | if(!m_Add5hz) |
| 81 | return; |
| 82 | |
| 83 | CParticle p; |
| 84 | p.SetDefault(); |
| 85 | p.m_Spr = SPRITE_PART_SNOWFLAKE; |
| 86 | p.m_Pos = Pos + vec2(random_float(min: -0.5f, max: 0.5f), random_float(min: -0.5f, max: 0.5f)) * Size; |
| 87 | p.m_Vel = vec2(0.0f, 0.0f); |
| 88 | p.m_LifeSpan = 1.5f; |
| 89 | p.m_StartSize = random_float(min: 0.5f, max: 1.5f) * 16.0f; |
| 90 | p.m_EndSize = p.m_StartSize * 0.5f; |
| 91 | p.m_UseAlphaFading = true; |
| 92 | p.m_StartAlpha = 1.0f; |
| 93 | p.m_EndAlpha = 0.0f; |
| 94 | p.m_Rot = random_angle(); |
| 95 | p.m_Rotspeed = pi; |
| 96 | p.m_Gravity = random_float(max: 250.0f); |
| 97 | p.m_Friction = 0.9f; |
| 98 | p.m_FlowAffected = 0.0f; |
| 99 | p.m_Collides = false; |
| 100 | p.m_Color.a = Alpha; |
| 101 | p.m_StartAlpha = Alpha; |
| 102 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_EXTRA, pPart: &p); |
| 103 | } |
| 104 | |
| 105 | void CEffects::SparkleTrail(vec2 Pos, float Alpha) |
| 106 | { |
| 107 | if(!m_Add50hz) |
| 108 | return; |
| 109 | |
| 110 | CParticle p; |
| 111 | p.SetDefault(); |
| 112 | p.m_Spr = SPRITE_PART_SPARKLE; |
| 113 | p.m_Pos = Pos + random_direction() * random_float(max: 40.0f); |
| 114 | p.m_Vel = vec2(0.0f, 0.0f); |
| 115 | p.m_LifeSpan = 0.5f; |
| 116 | p.m_StartSize = 0.0f; |
| 117 | p.m_EndSize = random_float(min: 20.0f, max: 30.0f); |
| 118 | p.m_UseAlphaFading = true; |
| 119 | p.m_StartAlpha = Alpha; |
| 120 | p.m_EndAlpha = std::min(a: 0.2f, b: Alpha); |
| 121 | p.m_Collides = false; |
| 122 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_TRAIL_EXTRA, pPart: &p); |
| 123 | } |
| 124 | |
| 125 | void CEffects::SmokeTrail(vec2 Pos, vec2 Vel, float Alpha, float TimePassed) |
| 126 | { |
| 127 | if(!m_Add50hz && TimePassed < 0.001f) |
| 128 | return; |
| 129 | |
| 130 | CParticle p; |
| 131 | p.SetDefault(); |
| 132 | p.m_Spr = SPRITE_PART_SMOKE; |
| 133 | p.m_Pos = Pos; |
| 134 | p.m_Vel = Vel + random_direction() * 50.0f; |
| 135 | p.m_LifeSpan = random_float(min: 0.5f, max: 1.0f); |
| 136 | p.m_StartSize = random_float(min: 12.0f, max: 20.0f); |
| 137 | p.m_EndSize = 0.0f; |
| 138 | p.m_Friction = 0.7f; |
| 139 | p.m_Gravity = random_float(max: -500.0f); |
| 140 | p.m_Color.a = Alpha; |
| 141 | p.m_StartAlpha = Alpha; |
| 142 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_PROJECTILE_TRAIL, pPart: &p, TimePassed); |
| 143 | } |
| 144 | |
| 145 | void CEffects::SkidTrail(vec2 Pos, vec2 Vel, int Direction, float Alpha, float Volume) |
| 146 | { |
| 147 | if(m_Add100hz) |
| 148 | { |
| 149 | CParticle p; |
| 150 | p.SetDefault(); |
| 151 | p.m_Spr = SPRITE_PART_SMOKE; |
| 152 | p.m_Pos = Pos + vec2(-Direction * 6.0f, 12.0f); |
| 153 | p.m_Vel = vec2(-Direction * 100.0f * length(a: Vel), -50.0f) + random_direction() * 50.0f; |
| 154 | p.m_LifeSpan = random_float(min: 0.5f, max: 1.0f); |
| 155 | p.m_StartSize = random_float(min: 24.0f, max: 36.0f); |
| 156 | p.m_EndSize = 0.0f; |
| 157 | p.m_Friction = 0.7f; |
| 158 | p.m_Gravity = random_float(max: -500.0f); |
| 159 | p.m_Color = ColorRGBA(0.75f, 0.75f, 0.75f, Alpha); |
| 160 | p.m_StartAlpha = Alpha; |
| 161 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_GENERAL, pPart: &p); |
| 162 | } |
| 163 | if(g_Config.m_SndGame) |
| 164 | { |
| 165 | int64_t Now = time(); |
| 166 | if(Now - m_SkidSoundTimer > time_freq() / 10) |
| 167 | { |
| 168 | m_SkidSoundTimer = Now; |
| 169 | GameClient()->m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: SOUND_PLAYER_SKID, Volume, Position: Pos); |
| 170 | } |
| 171 | } |
| 172 | } |
| 173 | |
| 174 | void CEffects::BulletTrail(vec2 Pos, float Alpha, float TimePassed) |
| 175 | { |
| 176 | if(!m_Add100hz && TimePassed < 0.001f) |
| 177 | return; |
| 178 | |
| 179 | CParticle p; |
| 180 | p.SetDefault(); |
| 181 | p.m_Spr = SPRITE_PART_BALL; |
| 182 | p.m_Pos = Pos; |
| 183 | p.m_LifeSpan = random_float(min: 0.25f, max: 0.5f); |
| 184 | p.m_StartSize = 8.0f; |
| 185 | p.m_EndSize = 0.0f; |
| 186 | p.m_Friction = 0.7f; |
| 187 | p.m_Color.a *= Alpha; |
| 188 | p.m_StartAlpha = Alpha; |
| 189 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_PROJECTILE_TRAIL, pPart: &p, TimePassed); |
| 190 | } |
| 191 | |
| 192 | void CEffects::PlayerSpawn(vec2 Pos, float Alpha, float Volume) |
| 193 | { |
| 194 | for(int i = 0; i < 32; i++) |
| 195 | { |
| 196 | CParticle p; |
| 197 | p.SetDefault(); |
| 198 | p.m_Spr = SPRITE_PART_SHELL; |
| 199 | p.m_Pos = Pos; |
| 200 | p.m_Vel = random_direction() * (std::pow(x: random_float(), y: 3) * 600.0f); |
| 201 | p.m_LifeSpan = random_float(min: 0.3f, max: 0.6f); |
| 202 | p.m_StartSize = random_float(min: 64.0f, max: 96.0f); |
| 203 | p.m_EndSize = 0.0f; |
| 204 | p.m_Rot = random_angle(); |
| 205 | p.m_Rotspeed = random_float(); |
| 206 | p.m_Gravity = random_float(max: -400.0f); |
| 207 | p.m_Friction = 0.7f; |
| 208 | p.m_Color = ColorRGBA(0xb5 / 255.0f, 0x50 / 255.0f, 0xcb / 255.0f, Alpha); |
| 209 | p.m_StartAlpha = Alpha; |
| 210 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_GENERAL, pPart: &p); |
| 211 | } |
| 212 | if(g_Config.m_SndGame) |
| 213 | GameClient()->m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: SOUND_PLAYER_SPAWN, Volume, Position: Pos); |
| 214 | } |
| 215 | |
| 216 | void CEffects::PlayerDeath(vec2 Pos, int ClientId, float Alpha) |
| 217 | { |
| 218 | ColorRGBA BloodColor(1.0f, 1.0f, 1.0f); |
| 219 | |
| 220 | if(ClientId >= 0) |
| 221 | { |
| 222 | // Use m_RenderInfo.m_CustomColoredSkin instead of m_UseCustomColor |
| 223 | // m_UseCustomColor says if the player's skin has a custom color (value sent from the client side) |
| 224 | |
| 225 | // m_RenderInfo.m_CustomColoredSkin Defines if in the context of the game the color is being customized, |
| 226 | // Using this value if the game is teams (red and blue), this value will be true even if the skin is with the normal color. |
| 227 | // And will use the team body color to create player death effect instead of tee color |
| 228 | if(GameClient()->Client()->IsSixup()) |
| 229 | { |
| 230 | if(GameClient()->m_aClients[ClientId].m_RenderInfo.m_aSixup[g_Config.m_ClDummy].m_aUseCustomColors[protocol7::SKINPART_BODY]) |
| 231 | { |
| 232 | BloodColor = GameClient()->m_aClients[ClientId].m_RenderInfo.m_aSixup[g_Config.m_ClDummy].m_aColors[protocol7::SKINPART_BODY]; |
| 233 | } |
| 234 | else |
| 235 | { |
| 236 | BloodColor = GameClient()->m_aClients[ClientId].m_RenderInfo.m_aSixup[g_Config.m_ClDummy].m_BloodColor; |
| 237 | } |
| 238 | } |
| 239 | else |
| 240 | { |
| 241 | if(GameClient()->m_aClients[ClientId].m_RenderInfo.m_CustomColoredSkin) |
| 242 | { |
| 243 | BloodColor = GameClient()->m_aClients[ClientId].m_RenderInfo.m_ColorBody; |
| 244 | } |
| 245 | else |
| 246 | { |
| 247 | BloodColor = GameClient()->m_aClients[ClientId].m_RenderInfo.m_BloodColor; |
| 248 | } |
| 249 | } |
| 250 | } |
| 251 | |
| 252 | for(int i = 0; i < 64; i++) |
| 253 | { |
| 254 | CParticle p; |
| 255 | p.SetDefault(); |
| 256 | p.m_Spr = SPRITE_PART_SPLAT01 + (rand() % 3); |
| 257 | p.m_Pos = Pos; |
| 258 | p.m_Vel = random_direction() * (random_float(min: 0.1f, max: 1.1f) * 900.0f); |
| 259 | p.m_LifeSpan = random_float(min: 0.3f, max: 0.6f); |
| 260 | p.m_StartSize = random_float(min: 24.0f, max: 40.0f); |
| 261 | p.m_EndSize = 0.0f; |
| 262 | p.m_Rot = random_angle(); |
| 263 | p.m_Rotspeed = random_float(min: -0.5f, max: 0.5f) * pi; |
| 264 | p.m_Gravity = 800.0f; |
| 265 | p.m_Friction = 0.8f; |
| 266 | p.m_Color = BloodColor.Multiply(Factor: random_float(min: 0.75f, max: 1.0f)).WithAlpha(alpha: 0.75f * Alpha); |
| 267 | p.m_StartAlpha = Alpha; |
| 268 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_GENERAL, pPart: &p); |
| 269 | } |
| 270 | } |
| 271 | |
| 272 | void CEffects::Confetti(vec2 Pos, float Alpha) |
| 273 | { |
| 274 | ColorRGBA Red(1.0f, 0.4f, 0.4f); |
| 275 | ColorRGBA Green(0.4f, 1.0f, 0.4f); |
| 276 | ColorRGBA Blue(0.4f, 0.4f, 1.0f); |
| 277 | ColorRGBA Yellow(1.0f, 1.0f, 0.4f); |
| 278 | ColorRGBA Cyan(0.4f, 1.0f, 1.0f); |
| 279 | ColorRGBA Magenta(1.0f, 0.4f, 1.0f); |
| 280 | |
| 281 | ColorRGBA aConfettiColors[] = {Red, Green, Blue, Yellow, Cyan, Magenta}; |
| 282 | |
| 283 | // powerful confettis |
| 284 | for(int i = 0; i < 32; i++) |
| 285 | { |
| 286 | CParticle p; |
| 287 | p.SetDefault(); |
| 288 | p.m_Spr = SPRITE_PART_SPLAT01 + (rand() % 3); |
| 289 | p.m_Pos = Pos; |
| 290 | p.m_Vel = direction(angle: -0.5f * pi + random_float(min: -0.2f, max: 0.2f)) * random_float(min: 0.01f, max: 1.0f) * 2000.0f; |
| 291 | p.m_LifeSpan = random_float(min: 1.0f, max: 1.2f); |
| 292 | p.m_StartSize = random_float(min: 12.0f, max: 24.0f); |
| 293 | p.m_EndSize = 0.0f; |
| 294 | p.m_Rot = random_angle(); |
| 295 | p.m_Rotspeed = random_float(min: -0.5f, max: 0.5f) * pi; |
| 296 | p.m_Gravity = -700.0f; |
| 297 | p.m_Friction = 0.6f; |
| 298 | ColorRGBA c = aConfettiColors[(rand() % std::size(aConfettiColors))]; |
| 299 | p.m_Color = c.WithMultipliedAlpha(alpha: 0.75f * Alpha); |
| 300 | p.m_StartAlpha = Alpha; |
| 301 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_GENERAL, pPart: &p); |
| 302 | } |
| 303 | |
| 304 | // broader confettis |
| 305 | for(int i = 0; i < 32; i++) |
| 306 | { |
| 307 | CParticle p; |
| 308 | p.SetDefault(); |
| 309 | p.m_Spr = SPRITE_PART_SPLAT01 + (rand() % 3); |
| 310 | p.m_Pos = Pos; |
| 311 | p.m_Vel = direction(angle: -0.5f * pi + random_float(min: -0.8f, max: 0.8f)) * random_float(min: 0.01f, max: 1.0f) * 1500.0f; |
| 312 | p.m_LifeSpan = random_float(min: 0.8f, max: 1.0f); |
| 313 | p.m_StartSize = random_float(min: 12.0f, max: 24.0f); |
| 314 | p.m_EndSize = 0.0f; |
| 315 | p.m_Rot = random_angle(); |
| 316 | p.m_Rotspeed = random_float(min: -0.5f, max: 0.5f) * pi; |
| 317 | p.m_Gravity = -700.0f; |
| 318 | p.m_Friction = 0.6f; |
| 319 | ColorRGBA c = aConfettiColors[(rand() % std::size(aConfettiColors))]; |
| 320 | p.m_Color = c.WithMultipliedAlpha(alpha: 0.75f * Alpha); |
| 321 | p.m_StartAlpha = Alpha; |
| 322 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_GENERAL, pPart: &p); |
| 323 | } |
| 324 | } |
| 325 | |
| 326 | void CEffects::Explosion(vec2 Pos, float Alpha) |
| 327 | { |
| 328 | // add to flow |
| 329 | for(int y = -8; y <= 8; y++) |
| 330 | for(int x = -8; x <= 8; x++) |
| 331 | { |
| 332 | if(x == 0 && y == 0) |
| 333 | continue; |
| 334 | |
| 335 | float a = 1 - (length(a: vec2(x, y)) / length(a: vec2(8.0f, 8.0f))); |
| 336 | GameClient()->m_Flow.Add(Pos: Pos + vec2(x, y) * 16.0f, Vel: normalize(v: vec2(x, y)) * 5000.0f * a, Size: 10.0f); |
| 337 | } |
| 338 | |
| 339 | // add the explosion |
| 340 | CParticle p; |
| 341 | p.SetDefault(); |
| 342 | p.m_Spr = SPRITE_PART_EXPL01; |
| 343 | p.m_Pos = Pos; |
| 344 | p.m_LifeSpan = 0.4f; |
| 345 | p.m_StartSize = 150.0f; |
| 346 | p.m_EndSize = 0.0f; |
| 347 | p.m_Rot = random_angle(); |
| 348 | p.m_Color.a = Alpha; |
| 349 | p.m_StartAlpha = Alpha; |
| 350 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_EXPLOSIONS, pPart: &p); |
| 351 | |
| 352 | // Nudge position slightly to edge of closest tile so the |
| 353 | // smoke doesn't get stuck inside the tile. |
| 354 | if(Collision()->CheckPoint(Pos)) |
| 355 | { |
| 356 | const vec2 DistanceToTopLeft = Pos - vec2(round_truncate(f: Pos.x / 32), round_truncate(f: Pos.y / 32)) * 32; |
| 357 | |
| 358 | vec2 CheckOffset; |
| 359 | CheckOffset.x = (DistanceToTopLeft.x > 16.0f ? 32.0f : -1.0f); |
| 360 | CheckOffset.y = (DistanceToTopLeft.y > 16.0f ? 32.0f : -1.0f); |
| 361 | CheckOffset -= DistanceToTopLeft; |
| 362 | |
| 363 | for(vec2 Mask : {vec2(1.0f, 0.0f), vec2(0.0f, 1.0f), vec2(1.0f, 1.0f)}) |
| 364 | { |
| 365 | const vec2 NewPos = Pos + CheckOffset * Mask; |
| 366 | if(!Collision()->CheckPoint(Pos: NewPos)) |
| 367 | { |
| 368 | Pos = NewPos; |
| 369 | break; |
| 370 | } |
| 371 | } |
| 372 | } |
| 373 | |
| 374 | // add the smoke |
| 375 | for(int i = 0; i < 24; i++) |
| 376 | { |
| 377 | p.SetDefault(); |
| 378 | p.m_Spr = SPRITE_PART_SMOKE; |
| 379 | p.m_Pos = Pos; |
| 380 | p.m_Vel = random_direction() * (random_float(min: 1.0f, max: 1.2f) * 1000.0f); |
| 381 | p.m_LifeSpan = random_float(min: 0.5f, max: 0.9f); |
| 382 | p.m_StartSize = random_float(min: 32.0f, max: 40.0f); |
| 383 | p.m_EndSize = 0.0f; |
| 384 | p.m_Gravity = random_float(max: -800.0f); |
| 385 | p.m_Friction = 0.4f; |
| 386 | p.m_Color = ColorRGBA(1.0f, 1.0f, 1.0f).Multiply(Factor: random_float(min: 0.5f, max: 0.75f)).WithAlpha(alpha: Alpha); |
| 387 | p.m_StartAlpha = p.m_Color.a; |
| 388 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_GENERAL, pPart: &p); |
| 389 | } |
| 390 | } |
| 391 | |
| 392 | void CEffects::HammerHit(vec2 Pos, float Alpha, float Volume) |
| 393 | { |
| 394 | // add the explosion |
| 395 | CParticle p; |
| 396 | p.SetDefault(); |
| 397 | p.m_Spr = SPRITE_PART_HIT01; |
| 398 | p.m_Pos = Pos; |
| 399 | p.m_LifeSpan = 0.3f; |
| 400 | p.m_StartSize = 120.0f; |
| 401 | p.m_EndSize = 0.0f; |
| 402 | p.m_Rot = random_angle(); |
| 403 | p.m_Color.a = Alpha; |
| 404 | p.m_StartAlpha = Alpha; |
| 405 | GameClient()->m_Particles.Add(Group: CParticles::GROUP_EXPLOSIONS, pPart: &p); |
| 406 | if(g_Config.m_SndGame) |
| 407 | GameClient()->m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: SOUND_HAMMER_HIT, Volume, Position: Pos); |
| 408 | } |
| 409 | |
| 410 | void CEffects::OnRender() |
| 411 | { |
| 412 | float Speed = 1.0f; |
| 413 | if(Client()->State() == IClient::STATE_DEMOPLAYBACK) |
| 414 | Speed = DemoPlayer()->BaseInfo()->m_Speed; |
| 415 | |
| 416 | const int64_t Now = time(); |
| 417 | auto UpdateClock = [&](bool &Add, int64_t &LastUpdate, int Frequency) { |
| 418 | Add = Now - LastUpdate > time_freq() / ((float)Frequency * Speed); |
| 419 | if(Add) |
| 420 | LastUpdate = Now; |
| 421 | }; |
| 422 | UpdateClock(m_Add5hz, m_LastUpdate5hz, 5); |
| 423 | UpdateClock(m_Add50hz, m_LastUpdate50hz, 50); |
| 424 | UpdateClock(m_Add100hz, m_LastUpdate100hz, 100); |
| 425 | |
| 426 | if(m_Add50hz) |
| 427 | GameClient()->m_Flow.Update(); |
| 428 | } |
| 429 | |