spectate: Remove spawned check for spectator#29
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I could imagine that the Spectate Target can also be set to Vehicles. I assume a lot of the lag happens because the player object is not updated often enough when in vehicles. Did you verify that the actual player is not controllable while in spectate mode? If I stood next to water on my right, and I held right to switch the person I'm spectating, would I fall into the water? |
| } | ||
| // if(player.Spawned) { | ||
| // return; | ||
| // } |
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Leaving dead code is bad.
We should have some can_always_spectate <- true; (near the top) which disables this check (and is self-describing).
Alternatively, if we decide we never want to restrict spectating this way: remove this code altogether.
But commenting out unused code is bad practice.
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I have yet to test this change as I'm currently at work. |
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Right, that'd need more testing and handlers (for always switching the target to the players active vehicle). It would be an independent change from this PR, but something to look at. This change is still valid, but it shouldn't break game mechanics. |
Closes #14
Spectator lag/camera choppiness/dumbstuff is not in our reach as it's part of VC-MP itself. This PR removes the requirement for the spectator to be in a non-playing state.
Controls are, just like before, F1 to toggle spectator mode and Left/Right to browse the players.