diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 2c8ae0fb8dcdc8507c2184aaccc0ca4a660b3183..e79845b5c88d12ebf3323269822cc25dacf81065 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
gDelayedEvents: Array of TDelayedEvent;
gUseChatSounds: Boolean = True;
gChatSounds: Array of TChatSound;
gDelayedEvents: Array of TDelayedEvent;
gUseChatSounds: Boolean = True;
gChatSounds: Array of TChatSound;
+ gWeaponAction: Array [0..1, WP_FACT..WP_LACT] of Boolean; // [player, weapon_action]
gSelectWeapon: Array [0..1, WP_FIRST..WP_LAST] of Boolean; // [player, weapon]
gInterReadyCount: Integer = 0;
gSelectWeapon: Array [0..1, WP_FIRST..WP_LAST] of Boolean; // [player, weapon]
gInterReadyCount: Integer = 0;
if gPlayerAction[p, ACTION_LOOKUP] then plr.PressKey(KEY_UP, time);
if gPlayerAction[p, ACTION_LOOKDOWN] then plr.PressKey(KEY_DOWN, time);
if gPlayerAction[p, ACTION_ATTACK] then plr.PressKey(KEY_FIRE);
if gPlayerAction[p, ACTION_LOOKUP] then plr.PressKey(KEY_UP, time);
if gPlayerAction[p, ACTION_LOOKDOWN] then plr.PressKey(KEY_DOWN, time);
if gPlayerAction[p, ACTION_ATTACK] then plr.PressKey(KEY_FIRE);
- if gPlayerAction[p, ACTION_WEAPNEXT] then plr.PressKey(KEY_NEXTWEAPON);
- if gPlayerAction[p, ACTION_WEAPPREV] then plr.PressKey(KEY_PREVWEAPON);
if gPlayerAction[p, ACTION_ACTIVATE] then plr.PressKey(KEY_OPEN);
if gPlayerAction[p, ACTION_ACTIVATE] then plr.PressKey(KEY_OPEN);
- gPlayerAction[p, ACTION_WEAPNEXT] := False; // HACK, remove after readyweaon&pendinweapon implementation
- gPlayerAction[p, ACTION_WEAPPREV] := False; // HACK, remove after readyweaon&pendinweapon implementation
+ for i := WP_FACT to WP_LACT do
+ begin
+ if gWeaponAction[p, i] then
+ begin
+ plr.ProcessWeaponAction(i);
+ gWeaponAction[p, i] := False
+ end
+ end;
for i := WP_FIRST to WP_LAST do
begin
for i := WP_FIRST to WP_LAST do
begin
gSpectY := Max(gSpectY - gSpectStep, 0);
if gPlayerAction[0, ACTION_LOOKDOWN] then
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
gSpectY := Max(gSpectY - gSpectStep, 0);
if gPlayerAction[0, ACTION_LOOKDOWN] then
gSpectY := Min(gSpectY + gSpectStep, gMapInfo.Height - gScreenHeight);
- if gPlayerAction[0, ACTION_WEAPPREV] then
+ if gWeaponAction[0, WP_PREV] then
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
begin
// decrease step
if gSpectStep > 4 then gSpectStep := gSpectStep shr 1;
- gSpectKeyPress := True;
+ gWeaponAction[0, WP_PREV] := False;
end;
end;
- if gPlayerAction[0, ACTION_WEAPNEXT] then
+ if gWeaponAction[0, WP_NEXT] then
begin
// increase step
if gSpectStep < 64 then gSpectStep := gSpectStep shl 1;
begin
// increase step
if gSpectStep < 64 then gSpectStep := gSpectStep shl 1;
- gSpectKeyPress := True;
+ gWeaponAction[0, WP_NEXT] := False;
end;
end;
if (gSpectMode = SPECT_PLAYERS)
end;
end;
if (gSpectMode = SPECT_PLAYERS)
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
gSpectPID1 := GetActivePlayerID_Next(gSpectPID1);
gSpectKeyPress := True;
end;
- if gPlayerAction[0, ACTION_WEAPPREV] then
+ if gWeaponAction[0, WP_PREV] then
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
begin
// prev player (view 2)
gSpectPID2 := GetActivePlayerID_Prev(gSpectPID2);
- gSpectKeyPress := True;
+ gWeaponAction[0, WP_PREV] := False;
end;
end;
- if gPlayerAction[0, ACTION_WEAPNEXT] then
+ if gWeaponAction[0, WP_NEXT] then
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
begin
// next player (view 2)
gSpectPID2 := GetActivePlayerID_Next(gSpectPID2);
- gSpectKeyPress := True;
+ gWeaponAction[0, WP_NEXT] := False;
end;
end;
if gPlayerAction[0, ACTION_ATTACK] then
end;
end;
if gPlayerAction[0, ACTION_ATTACK] then
(not gPlayerAction[0, ACTION_MOVELEFT]) and
(not gPlayerAction[0, ACTION_MOVERIGHT]) and
(not gPlayerAction[0, ACTION_LOOKUP]) and
(not gPlayerAction[0, ACTION_MOVELEFT]) and
(not gPlayerAction[0, ACTION_MOVERIGHT]) and
(not gPlayerAction[0, ACTION_LOOKUP]) and
- (not gPlayerAction[0, ACTION_LOOKDOWN]) and
- (not gPlayerAction[0, ACTION_WEAPPREV]) and
- (not gPlayerAction[0, ACTION_WEAPNEXT]) then
+ (not gPlayerAction[0, ACTION_LOOKDOWN]) then
gSpectKeyPress := False;
if gSpectAuto then
gSpectKeyPress := False;
if gSpectAuto then
begin
g_TakeScreenShot()
end
begin
g_TakeScreenShot()
end
+ else if (cmd = 'weapnext') or (cmd = 'weapprev') then
+ begin
+ a := 1 - (ord(cmd[5]) - ord('n'));
+ if a = -1 then
+ gWeaponAction[0, WP_PREV] := True;
+ if a = 1 then
+ gWeaponAction[0, WP_NEXT] := True;
+ end
else if cmd = 'weapon' then
begin
if Length(p) = 2 then
else if cmd = 'weapon' then
begin
if Length(p) = 2 then
gSelectWeapon[0, a] := True
end
end
gSelectWeapon[0, a] := True
end
end
+ else if (cmd = 'p1_weapnext') or (cmd = 'p1_weapprev')
+ or (cmd = 'p2_weapnext') or (cmd = 'p2_weapprev') then
+ begin
+ a := 1 - (ord(cmd[8]) - ord('n'));
+ b := ord(cmd[2]) - ord('1');
+ if a = -1 then
+ gWeaponAction[b, WP_PREV] := True;
+ if a = 1 then
+ gWeaponAction[b, WP_NEXT] := True;
+ end
else if (cmd = 'p1_weapon') or (cmd = 'p2_weapon') then
begin
if Length(p) = 2 then
else if (cmd = 'p1_weapon') or (cmd = 'p2_weapon') then
begin
if Length(p) = 2 then