diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index be752f804f2116d93fb88ea8be5a251586225726..c48d0991929a39fe7f3bd84dafc438f9a7bacf8a 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
end;
// ýòî ïòèöà? ýòî ñàìîë¸ò?
- if (TextureWAD[0] = 'D') and (TextureWAD[1] = 'F') and
- (TextureWAD[2] = 'W') and (TextureWAD[3] = 'A') and (TextureWAD[4] = 'D') then
+ if isWadData(TextureWAD, ResLength) then
begin
// íåò, ýòî ñóïåðìåí!
if not WAD.ReadMemory(TextureWAD, ResLength) then
finally
sfsGCEnable(); // enable releasing unused volumes
//mapReader.Free();
- e_ClearInputBuffer(); // why not?
+ e_UnpressAllKeys; // why not?
if not mapOk then
begin
gCurrentMap.Free();
a, d, j: Integer;
m: Word;
s: String;
+ b: Byte;
procedure UpdatePanelArray(var panels: TPanelArray);
var
s := _lc[I_PLAYER_FLAG_BLUE];
g_Game_Message(Format(_lc[I_MESSAGE_FLAG_RETURN], [AnsiUpperCase(s)]), 144);
+ if (((gPlayer1 <> nil) and (((gPlayer1.Team = TEAM_RED) and (a = FLAG_RED)) or ((gPlayer1.Team = TEAM_BLUE) and (a = FLAG_BLUE))))
+ or ((gPlayer2 <> nil) and (((gPlayer2.Team = TEAM_RED) and (a = FLAG_RED)) or ((gPlayer2.Team = TEAM_BLUE) and (a = FLAG_BLUE))))) then
+ b := 0
+ else
+ b := 1;
+
+ if not sound_ret_flag[b].IsPlaying() then
+ sound_ret_flag[b].Play();
+
if g_Game_IsNet then
MH_SEND_FlagEvent(FLAG_STATE_RETURNED, a, 0);
Continue;