From: DeaDDooMER Date: Fri, 5 May 2023 11:26:21 +0000 (+0300) Subject: gl: disable visual cheats at network game X-Git-Url: http://deadsoftware.ru/gitweb?p=d2df-sdl.git;a=commitdiff_plain;h=fea837e895e2571f8ce3b5291f635d325e8c3756 gl: disable visual cheats at network game --- diff --git a/src/game/renders/opengl/r_map.pas b/src/game/renders/opengl/r_map.pas index eba8140..e044057 100644 --- a/src/game/renders/opengl/r_map.pas +++ b/src/game/renders/opengl/r_map.pas @@ -700,7 +700,7 @@ implementation t := Items[it.ItemType].tex; tex := t.GetTexture(Items[it.ItemType].frame); r_Draw_TextureRepeat(tex, xx, yy, tex.width, tex.height, false, 255, 255, 255, 255, false); - if DebugFrames then + if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then begin r_Draw_Rect( xx + it.obj.rect.x, // it.obj.x + it.obj.rect.x, @@ -781,7 +781,7 @@ implementation da := mon.GameDirection; r_Draw_MultiTextureRepeat(t, mon.DirAnim[a, da], false, xx + dx, yy + dy, t.width, t.height, flip, 255, 255, 255, 255, false); end; - if DebugFrames then + if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then begin r_Draw_Rect( xx + mon.obj.rect.x, // mon.obj.x + mon.obj.rect.x, @@ -791,7 +791,7 @@ implementation 0, 255, 0, 255 ); end; - if DebugHealth and mon.alive then + if DebugHealth and mon.alive and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then begin r_Common_DrawText( IntToStr(mon.MonsterHealth), @@ -1081,7 +1081,7 @@ implementation r_Map_DrawPlayerModel(p.Model, x, y, alpha); end; - if DebugFrames then + if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then begin r_Draw_Rect( x + p.obj.rect.x, // p.obj.x + p.obj.rect.x, @@ -1092,7 +1092,7 @@ implementation ); end; - if DebugHealth and p.alive then + if DebugHealth and p.alive and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then begin r_Common_DrawText( IntToStr(p.health) + '/' + IntToStr(p.armor), @@ -1344,7 +1344,7 @@ implementation g_Anim_GetFrameByTime(ShotAnim[typ].anim, (gTime - Shots[i].time) DIV GAME_TICK, count, frame); tex := t.GetTexture(frame); r_Draw_TextureRepeatRotate(tex, xx - ShotAnim[typ].x, yy - ShotAnim[typ].y, tex.width, tex.height, false, 255, 255, 255, 255, false, pX, pY, a); - if DebugFrames then + if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then begin r_Draw_Rect( xx + Shots[i].obj.rect.x, // Shots[i].obj.x + Shots[i].obj.rect.x, @@ -1375,7 +1375,7 @@ implementation t := FlagTextures[i]; tex := t.GetTexture(FlagFrame); r_Draw_TextureRepeat(tex, xx + dx, yy + 1, tex.width, tex.height, flip, 255, 255, 255, 255, false); - if DebugFrames then + if DebugFrames and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then begin r_Draw_Rect( xx + gFlags[i].obj.rect.x, // gFlags[i].obj.x + gFlags[i].obj.rect.x, diff --git a/src/game/renders/opengl/r_render.pas b/src/game/renders/opengl/r_render.pas index a16a37d..8d32544 100644 --- a/src/game/renders/opengl/r_render.pas +++ b/src/game/renders/opengl/r_render.pas @@ -1327,7 +1327,7 @@ implementation r_Console_Draw(false); - if DebugSound and gGameOn then + if DebugSound and gGameOn and not (gGameSettings.GameType in [GT_SERVER, GT_CLIENT]) then begin for i := 0 to High(e_SoundsArray) do for j := 0 to e_SoundsArray[i].nRefs do