Don't draw voice indicators on score unless voice is enabled on server

This commit is contained in:
Eidolon 2025-09-17 18:11:30 -05:00
parent ca033d2ce7
commit 21786610d7
3 changed files with 16 additions and 15 deletions

View file

@ -8232,21 +8232,22 @@ void K_drawKartHUD(void)
}
// TODO better voice chat speaking indicator integration for spectators
{
char speakingstring[2048];
memset(speakingstring, 0, sizeof(speakingstring));
// Just kidding spectator voice is disabled in-level anyway
// {
// char speakingstring[2048];
// memset(speakingstring, 0, sizeof(speakingstring));
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].spectator && S_IsPlayerVoiceActive(i))
{
strcat(speakingstring, player_names[i]);
strcat(speakingstring, " ");
}
}
// for (int i = 0; i < MAXPLAYERS; i++)
// {
// if (netgame && cv_voice_allowservervoice.value && playeringame[i] && players[i].spectator && S_IsPlayerVoiceActive(i))
// {
// strcat(speakingstring, player_names[i]);
// strcat(speakingstring, " ");
// }
// }
V_DrawThinString(0, 0, V_SNAPTOTOP|V_SNAPTOLEFT, speakingstring);
}
// V_DrawThinString(0, 0, V_SNAPTOTOP|V_SNAPTOLEFT, speakingstring);
// }
// Draw the countdowns after everything else.
if (stplyr->lives <= 0 && stplyr->playerstate == PST_DEAD)

View file

@ -1209,7 +1209,7 @@ void Y_VoteDrawer(void)
for (int i = 0; i < MAXPLAYERS; i++)
{
if (S_IsPlayerVoiceActive(i))
if (netgame && cv_voice_allowservervoice.value && S_IsPlayerVoiceActive(i))
{
strcat(speakingstring, player_names[i]);
strcat(speakingstring, " ");

View file

@ -793,7 +793,7 @@ void Y_PlayerStandingsDrawer(y_data_t *standings, INT32 xoffset)
player_names[pnum]
);
if (netgame)
if (netgame && cv_voice_allowservervoice.value)
{
patch_t *voxpat;
int voxxoffs = 0;