diff --git a/src/game/g_items.pas b/src/game/g_items.pas
index 200ebdd96cf725a2bc486d043e66bfce96ce46e4..7331242b7672c3675c54be4b14d630736dfbbd95 100644 (file)
--- a/src/game/g_items.pas
+++ b/src/game/g_items.pas
function g_Items_Create(X, Y: Integer; ItemType: Byte;
Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
procedure g_Items_SetDrop (ID: DWORD);
function g_Items_Create(X, Y: Integer; ItemType: Byte;
Fall, Respawnable: Boolean; AdjCoord: Boolean = False; ForcedID: Integer = -1): DWORD;
procedure g_Items_SetDrop (ID: DWORD);
+procedure g_Items_PreUpdate();
procedure g_Items_Update();
procedure g_Items_Draw();
procedure g_Items_DrawDrop();
procedure g_Items_Update();
procedure g_Items_Draw();
procedure g_Items_DrawDrop();
end;
end;
end;
end;
+ it.Obj.oldX := it.Obj.X;
+ it.Obj.oldY := it.Obj.Y;
+
// Óñòàíîâêà àíèìàöèè
case it.ItemType of
ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20);
// Óñòàíîâêà àíèìàöèè
case it.ItemType of
ITEM_ARMOR_GREEN: if g_Frames_Get(ID, 'FRAMES_ITEM_ARMORGREEN') then it.Animation := TAnimation.Create(ID, True, 20);
result := find_id;
end;
result := find_id;
end;
+procedure g_Items_PreUpdate ();
+var
+ i: Integer;
+begin
+ if (ggItems = nil) then Exit;
+ for i := 0 to High(ggItems) do
+ if (ggItems[i].ItemType <> ITEM_NONE) and ggItems[i].slotIsUsed then
+ begin
+ ggItems[i].Obj.oldX := ggItems[i].Obj.X;
+ ggItems[i].Obj.oldY := ggItems[i].Obj.Y;
+ end;
+end;
procedure g_Items_Update ();
var
i, j, k: Integer;
ID: DWord;
Anim: TAnimation;
procedure g_Items_Update ();
var
i, j, k: Integer;
ID: DWord;
Anim: TAnimation;
- m: Word;
+ m, ItemRespawnTime: Word;
r, nxt: Boolean;
begin
if (ggItems = nil) then exit;
r, nxt: Boolean;
begin
if (ggItems = nil) then exit;
+ // respawn items in 15 seconds regardless of settings during warmup
+ ItemRespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15);
+
for i := 0 to High(ggItems) do
begin
if (ggItems[i].ItemType = ITEM_NONE) then continue;
for i := 0 to High(ggItems) do
begin
if (ggItems[i].ItemType = ITEM_NONE) then continue;
// Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
if r then
begin
// Íàäî óáðàòü ñ êàðòû, åñëè ýòî íå êëþ÷, êîòîðûì íóæíî ïîäåëèòüñÿ ñ äðóãèì èãðîêîì
if r then
begin
- if not (Respawnable and (gGameSettings.ItemRespawnTime > 0)) then
+ if not (Respawnable and (ItemRespawnTime > 0)) then
g_Items_Remove(i)
else
g_Items_Pick(i);
g_Items_Remove(i)
else
g_Items_Pick(i);
Anim.Free();
end;
Anim.Free();
end;
+ Obj.oldX := InitX;
+ Obj.oldY := InitY;
Obj.X := InitX;
Obj.Y := InitY;
Obj.Vel.X := 0;
Obj.X := InitX;
Obj.Y := InitY;
Obj.Vel.X := 0;
procedure itemsDrawInternal (dropflag: Boolean);
var
procedure itemsDrawInternal (dropflag: Boolean);
var
- i: Integer;
+ i, fX, fY: Integer;
it: PItem;
begin
if (ggItems = nil) then exit;
it: PItem;
begin
if (ggItems = nil) then exit;
begin
if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
begin
begin
if g_Collide(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, sX, sY, sWidth, sHeight) then
begin
+ Obj.lerp(gLerpFactor, fX, fY);
if (Animation = nil) then
begin
if (Animation = nil) then
begin
- e_Draw(gItemsTexturesID[ItemType], Obj.X, Obj.Y, 0, true, false);
+ e_Draw(gItemsTexturesID[ItemType], fX, fY, 0, true, false);
end
else
begin
end
else
begin
- Animation.Draw(Obj.X, Obj.Y, TMirrorType.None);
+ Animation.Draw(fX, fY, TMirrorType.None);
end;
if g_debug_Frames then
end;
if g_debug_Frames then
begin
if (ID < Length(ggItems)) then
begin
begin
if (ID < Length(ggItems)) then
begin
+ ggItems[ID].Obj.oldX := ggItems[ID].Obj.X;
+ ggItems[ID].Obj.oldY := ggItems[ID].Obj.Y;
ggItems[ID].alive := false;
ggItems[ID].alive := false;
- ggItems[ID].RespawnTime := gGameSettings.ItemRespawnTime * 36;
+ ggItems[ID].RespawnTime := IfThen(gLMSRespawn = LMS_RESPAWN_NONE, gGameSettings.ItemRespawnTime, 15) * 36;
end;
end;
end;
end;
it := @ggItems[ID];
if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync');
it := @ggItems[ID];
if (it.arrIdx <> Integer(ID)) then raise Exception.Create('g_Items_Remove: arrIdx desync');
+ it.Obj.oldX := it.Obj.X;
+ it.Obj.oldY := it.Obj.Y;
trig := it.SpawnTrigger;
releaseItem(ID);
trig := it.SpawnTrigger;
releaseItem(ID);
for i := 0 to High(ggItems) do
begin
it := @ggItems[i];
for i := 0 to High(ggItems) do
begin
it := @ggItems[i];
+ it.Obj.oldX := it.Obj.X;
+ it.Obj.oldY := it.Obj.Y;
if not it.slotIsUsed then continue;
if it.Respawnable and (it.ItemType <> ITEM_NONE) then
begin
if not it.slotIsUsed then continue;
if it.Respawnable and (it.ItemType <> ITEM_NONE) then
begin