diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 7d81725f7dddd40549fa18ba20020c4b177af339..137ab818e6c4d7bbee6ec089ca7abb7c72c12dd5 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
FSecrets: Integer;
FCurrWeap: Byte;
FNextWeap: WORD;
- FNextWeapDelay: Byte; // frames
+ FNextWeapDelay: Byte; // frames (unused)
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FBFGFireCounter: SmallInt;
FLastSpawnerUID: Word;
FLastHit: Byte;
FNetTime: LongWord;
mEDamageType: Integer;
FNetTime: LongWord;
mEDamageType: Integer;
+ // client-side only
+ weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release
+
function CollideLevel(XInc, YInc: Integer): Boolean;
function StayOnStep(XInc, YInc: Integer): Boolean;
function CollideLevel(XInc, YInc: Integer): Boolean;
function StayOnStep(XInc, YInc: Integer): Boolean;
procedure doDamage (v: Integer);
procedure doDamage (v: Integer);
+ function followCorpse(): Boolean;
+
public
FDamageBuffer: Integer;
public
FDamageBuffer: Integer;
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator();
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
procedure getMapBox (out x, y, w, h: Integer); inline;
procedure moveBy (dx, dy: Integer); inline;
procedure getMapBox (out x, y, w, h: Integer); inline;
procedure moveBy (dx, dy: Integer); inline;
+ procedure releaseAllWeaponSwitchKeys ();
+ procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
+ function isWeaponSwitchKeyReleased (index: Integer): Boolean;
+
public
property Vel: TPoint2i read FObj.Vel;
property Obj: TObj read FObj;
public
property Vel: TPoint2i read FObj.Vel;
property Obj: TObj read FObj;
PGib = ^TGib;
TGib = record
PGib = ^TGib;
TGib = record
- alive: Boolean;
+ alive: Boolean;
ID: DWORD;
MaskID: DWORD;
RAngle: Integer;
ID: DWORD;
MaskID: DWORD;
RAngle: Integer;
FDamage: Byte;
FColor: TRGB;
FObj: TObj;
FDamage: Byte;
FColor: TRGB;
FObj: TObj;
+ FPlayerUID: Word;
FAnimation: TAnimation;
FAnimationMask: TAnimation;
FAnimation: TAnimation;
FAnimationMask: TAnimation;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
+ gPlayerIndicator: Boolean = True;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
procedure g_Player_CreateCorpse(Player: TPlayer);
var
procedure g_Player_CreateCorpse(Player: TPlayer);
var
+ i: Integer;
find_id: DWORD;
ok: Boolean;
begin
if Player.alive then
Exit;
find_id: DWORD;
ok: Boolean;
begin
if Player.alive then
Exit;
+
+// Ðàçðûâàåì ñâÿçü ñ ïðåæíèì òðóïîì:
+ if gCorpses <> nil then
+ for i := 0 to High(gCorpses) do
+ if gCorpses[i] <> nil then
+ if gCorpses[i].FPlayerUID = Player.FUID then
+ gCorpses[i].FPlayerUID := 0;
+
if Player.FObj.Y >= gMapInfo.Height+128 then
Exit;
if Player.FObj.Y >= gMapInfo.Height+128 then
Exit;
gCorpses[find_id].FColor := FModel.Color;
gCorpses[find_id].FObj.Vel := FObj.Vel;
gCorpses[find_id].FObj.Accel := FObj.Accel;
gCorpses[find_id].FColor := FModel.Color;
gCorpses[find_id].FObj.Vel := FObj.Vel;
gCorpses[find_id].FObj.Accel := FObj.Accel;
+ gCorpses[find_id].FPlayerUID := FUID;
end
else
g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
end
else
g_Player_CreateGibs(FObj.X + PLAYER_RECT_CX,
@@ -1598,11 +1620,13 @@ procedure g_Player_CreateGibs(fX, fY: Integer; ModelName: string; fColor: TRGB);
var
a: Integer;
GibsArray: TGibsArray;
var
a: Integer;
GibsArray: TGibsArray;
+ Blood: TModelBlood;
begin
if (gGibs = nil) or (Length(gGibs) = 0) then
Exit;
if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
Exit;
begin
if (gGibs = nil) or (Length(gGibs) = 0) then
Exit;
if not g_PlayerModel_GetGibs(ModelName, GibsArray) then
Exit;
+ Blood := g_PlayerModel_GetBlood(ModelName);
for a := 0 to High(GibsArray) do
with gGibs[CurrentGib] do
for a := 0 to High(GibsArray) do
with gGibs[CurrentGib] do
if gBloodCount > 0 then
g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
if gBloodCount > 0 then
g_GFX_Blood(fX, fY, 16*gBloodCount+Random(5*gBloodCount), -16+Random(33), -16+Random(33),
- Random(48), Random(48), 150, 0, 0);
+ Random(48), Random(48), Blood.R, Blood.G, Blood.B, Blood.Kind);
if CurrentGib >= High(gGibs) then
CurrentGib := 0
if CurrentGib >= High(gGibs) then
CurrentGib := 0
FNetTime := 0;
resetWeaponQueue();
FNetTime := 0;
resetWeaponQueue();
+ releaseAllWeaponSwitchKeys();
+end;
+
+
+procedure TPlayer.releaseAllWeaponSwitchKeys ();
+var
+ f: Integer;
+begin
+ for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true;
+end;
+
+procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
+begin
+ Inc(index, 2); // -2: prev; -1: next
+ if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
+ weaponSwitchKeyReleased[index] := not pressed;
end;
end;
+function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
+begin
+ Inc(index, 2); // -2: prev; -1: next
+ if (index < 0) or (index > High(weaponSwitchKeyReleased)) then
+ begin
+ result := true;
+ end
+ else
+ begin
+ result := weaponSwitchKeyReleased[index];
+ end;
+end;
+
+
procedure TPlayer.positionChanged (); inline;
begin
end;
procedure TPlayer.positionChanged (); inline;
begin
end;
inherited;
end;
inherited;
end;
+procedure TPlayer.DrawIndicator();
+var
+ indX, indY: Integer;
+ indW, indH: Word;
+ ID: DWORD;
+begin
+ if FAlive then
+ begin
+ indX := FObj.X+FObj.Rect.X;
+ indY := FObj.Y - 12;
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ e_Draw(ID, indX + indW div 2, indY, 0, True, False);
+ end;
+ end;
+ //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
+end;
+
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)+8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, 3, -1, 16, (PLAYER_RECT.Height*2 div 3),
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2)-8,
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count div 2, -3, -1, 16, (PLAYER_RECT.Height*2) div 3,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
end;
procedure TPlayer.MakeBloodVector(Count: Word; VelX, VelY: Integer);
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
g_GFX_Blood(FObj.X+PLAYER_RECT.X+(PLAYER_RECT.Width div 2),
FObj.Y+PLAYER_RECT.Y+(PLAYER_RECT.Height div 2),
Count, VelX, VelY, 16, (PLAYER_RECT.Height*2) div 3,
- 150, 0, 0);
+ FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
end;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
result := false;
case weapon of
WEAPON_KASTET, WEAPON_SAW: result := true;
- WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0);
- WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0);
WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
var
i: Word;
wantThisWeapon: array[0..64] of Boolean;
- weaponOrder: array[0..64] of Integer; // value: index in `FWeapon`
- wwc: Integer = 0; //HACK!
- dir, cwi, rwidx, curlidx: Integer;
+ weaponOrder: array[0..16] of Integer; // value: index in `FWeapon`
+ wwc: Integer;
+ f, dir, cwi, rwidx, curlidx: Integer;
function real2log (ridx: Integer): Integer;
var
function real2log (ridx: Integer): Integer;
var
begin
if (ridx >= 0) then
begin
begin
if (ridx >= 0) then
begin
- for f := 0 to 10 do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
+ for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end;
end;
result := -1;
end;
end;
result := -1;
end;
FNextWeapDelay := 0;
end;
FNextWeapDelay := 0;
end;
+ for f := 0 to High(weaponOrder) do weaponOrder[f] := -1;
+
// build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
// build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!)
+ // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed)
// priorities:
// priorities:
- // bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
- weaponOrder[0] := WEAPON_BFG;
- weaponOrder[1] := WEAPON_PLASMA;
- weaponOrder[2] := WEAPON_FLAMETHROWER;
- weaponOrder[3] := WEAPON_SHOTGUN2;
- weaponOrder[4] := WEAPON_CHAINGUN;
- weaponOrder[5] := WEAPON_SHOTGUN1;
- weaponOrder[6] := WEAPON_PISTOL;
- weaponOrder[7] := WEAPON_KASTET;
- weaponOrder[8] := WEAPON_SAW;
- weaponOrder[9] := WEAPON_KASTET;
- weaponOrder[10] := WEAPON_SUPERPULEMET;
-
- if (R_BERSERK in FRulez) then weaponOrder[9] := -1 else weaponOrder[7] := -1;
+ // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
+ weaponOrder[0] := WEAPON_SUPERPULEMET;
+ weaponOrder[1] := WEAPON_BFG;
+ weaponOrder[2] := WEAPON_ROCKETLAUNCHER;
+ weaponOrder[3] := WEAPON_PLASMA;
+ weaponOrder[4] := WEAPON_FLAMETHROWER;
+ weaponOrder[5] := WEAPON_SHOTGUN2;
+ weaponOrder[6] := WEAPON_CHAINGUN;
+ weaponOrder[7] := WEAPON_SHOTGUN1;
+ weaponOrder[8] := WEAPON_PISTOL;
+ weaponOrder[9] := WEAPON_KASTET+666; // berserk fist
+ weaponOrder[10] := WEAPON_SAW;
+ weaponOrder[11] := WEAPON_KASTET; // normal fist
+
+ for f := 0 to High(weaponOrder) do
+ begin
+ if (weaponOrder[f] = WEAPON_KASTET) then
+ begin
+ // normal fist: remove if we have a berserk pack
+ if (R_BERSERK in FRulez) then weaponOrder[f] := -1;
+ end
+ else
+ if (weaponOrder[f] = WEAPON_KASTET+666) then
+ begin
+ // berserk fist: remove if we don't have a berserk pack
+ if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1;
+ end;
+ end;
(*
WEAPON_KASTET = 0;
(*
WEAPON_KASTET = 0;
begin
//e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
result := Byte(rwidx);
begin
//e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning);
result := Byte(rwidx);
- FNextWeapDelay := 10;
+ //FNextWeapDelay := 10; //k8: not needed anymore
exit;
end;
end;
exit;
end;
end;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
+ wwc := 0;
+
+ curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
+
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
cwi := real2log(i);
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
cwi := real2log(i);
- if (cwi >= 0) then wantThisWeapon[cwi] := true;
- Inc(wwc);
+ if (cwi >= 0) then
+ begin
+ wantThisWeapon[cwi] := true;
+ Inc(wwc);
+ // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
+ if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
+ end;
end;
end;
// slow down alterations a little
if (wwc > 1) then
begin
end;
end;
// slow down alterations a little
if (wwc > 1) then
begin
- //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
// more than one weapon requested, assume "alteration", and check alteration delay
if FNextWeapDelay > 0 then
begin
// more than one weapon requested, assume "alteration", and check alteration delay
if FNextWeapDelay > 0 then
begin
+ //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning);
FNextWeap := 0;
exit;
end; // yeah
FNextWeap := 0;
exit;
end; // yeah
resetWeaponQueue();
exit;
end;
resetWeaponQueue();
exit;
end;
- //e_WriteLog(Format('wwc=%d', [wwc]), TMsgType.Warning);
- // exclude currently selected weapon from the set
- curlidx := real2log(FCurrWeap);
- //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
- //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
- //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
+ //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
// find next weapon to switch onto
cwi := curlidx;
// find next weapon to switch onto
cwi := curlidx;
- for i := 0 to High(FWeapon) do
+ for i := 0 to High(weaponOrder) do
begin
begin
- cwi := (cwi+length(FWeapon)+1) mod length(FWeapon);
+ cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder);
if (cwi = curlidx) then continue; // skip current weapon
if not wantThisWeapon[cwi] then continue;
rwidx := weaponOrder[cwi];
if (rwidx < 0) then continue;
if (cwi = curlidx) then continue; // skip current weapon
if not wantThisWeapon[cwi] then continue;
rwidx := weaponOrder[cwi];
if (rwidx < 0) then continue;
- //e_WriteLog(Format(' trying logical %d (real %d)', [cwi, rwidx]), TMsgType.Warning);
- if FWeapon[cwi] and ((wwc = 1) or hasAmmoForWeapon(cwi)) then
+ //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning);
+ if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then
begin
begin
+ //e_WriteLog(' I FOUND HER!', TMsgType.Warning);
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
// i found her!
result := Byte(rwidx);
resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
+ //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore
exit;
end;
end;
exit;
end;
end;
begin
//e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
//FNextWeap := FNextWeap and $1FFF;
begin
//e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
//FNextWeap := FNextWeap and $1FFF;
- if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
+ //HACK: alteration delay will be reset when player released any weapon switch key
+ FNextWeapDelay := 0; //k8: just in case
+ //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
if not switchAllowed then
begin
//HACK for weapon cycling
if not switchAllowed then
begin
//HACK for weapon cycling
- if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
+ if (FNextWeap and $E000) <> 0 then FNextWeap := 0;
exit;
end;
exit;
end;
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
if nw > High(FWeapon) then
begin
// don't forget to reset queue here!
- //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
+ //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning);
resetWeaponQueue();
exit;
end;
resetWeaponQueue();
exit;
end;
Result := True;
remove := True;
FFireTime := 0;
Result := True;
remove := True;
FFireTime := 0;
+ //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
end;
if FHealth < PLAYER_HP_SOFT then
begin
end;
if FHealth < PLAYER_HP_SOFT then
begin
Result := 1;
end;
Result := 1;
end;
+function TPlayer.followCorpse(): Boolean;
+var
+ i: Integer;
+begin
+ Result := False;
+ if FAlive or FSpectator then
+ Exit;
+ if (gCorpses = nil) or (Length(gCorpses) = 0) then
+ Exit;
+ for i := 0 to High(gCorpses) do
+ if gCorpses[i] <> nil then
+ if gCorpses[i].FPlayerUID = FUID then
+ begin
+ Result := True;
+ FObj.X := gCorpses[i].FObj.X;
+ FObj.Y := gCorpses[i].FObj.Y;
+ FObj.Vel.X := gCorpses[i].FObj.Vel.X;
+ FObj.Vel.Y := gCorpses[i].FObj.Vel.Y;
+ FObj.Accel.X := gCorpses[i].FObj.Accel.X;
+ FObj.Accel.Y := gCorpses[i].FObj.Accel.Y;
+ break;
+ end;
+end;
+
procedure TPlayer.Update();
var
b: Byte;
procedure TPlayer.Update();
var
b: Byte;
if FPhysics then
begin
if FPhysics then
begin
- g_Obj_Move(@FObj, True, True, True);
+ if not followCorpse() then
+ g_Obj_Move(@FObj, True, True, True);
positionChanged(); // this updates spatial accelerators
end;
positionChanged(); // this updates spatial accelerators
end;
if FPhysics then
begin
if FPhysics then
begin
- g_Obj_Move(@FObj, True, True, True);
+ if not followCorpse() then
+ g_Obj_Move(@FObj, True, True, True);
positionChanged(); // this updates spatial accelerators
end
else
positionChanged(); // this updates spatial accelerators
end
else
procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
var
pm: TPlayerModel;
procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
var
pm: TPlayerModel;
+ Blood: TModelBlood;
begin
if FState = CORPSE_STATE_REMOVEME then
Exit;
begin
if FState = CORPSE_STATE_REMOVEME then
Exit;
pm := g_PlayerModel_Get(FModelName);
pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
pm.Free;
pm := g_PlayerModel_Get(FModelName);
pm.PlaySound(MODELSOUND_DIE, 5, FObj.X, FObj.Y);
pm.Free;
+
+ // Çëîâåùèé ñìåõ:
+ if (gBodyKillEvent <> -1)
+ and gDelayedEvents[gBodyKillEvent].Pending then
+ gDelayedEvents[gBodyKillEvent].Pending := False;
+ gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
end;
end
else
begin
end;
end
else
begin
+ Blood := g_PlayerModel_GetBlood(FModelName);
FObj.Vel.X := FObj.Vel.X + vx;
FObj.Vel.Y := FObj.Vel.Y + vy;
g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
FObj.Vel.X := FObj.Vel.X + vx;
FObj.Vel.Y := FObj.Vel.Y + vy;
g_GFX_Blood(FObj.X+PLAYER_CORPSERECT.X+(PLAYER_CORPSERECT.Width div 2),
FObj.Y+PLAYER_CORPSERECT.Y+(PLAYER_CORPSERECT.Height div 2),
Value, vx, vy, 16, (PLAYER_CORPSERECT.Height*2) div 3,
- 150, 0, 0);
+ Blood.R, Blood.G, Blood.B, Blood.Kind);
end;
end;
end;
end;
utils.writeInt(st, Byte(FColor.B));
// Îáúåêò òðóïà
Obj_SaveState(st, @FObj);
utils.writeInt(st, Byte(FColor.B));
// Îáúåêò òðóïà
Obj_SaveState(st, @FObj);
+ utils.writeInt(st, Word(FPlayerUID));
// Åñòü ëè àíèìàöèÿ
anim := (FAnimation <> nil);
utils.writeBool(st, anim);
// Åñòü ëè àíèìàöèÿ
anim := (FAnimation <> nil);
utils.writeBool(st, anim);
FColor.B := utils.readByte(st);
// Îáúåêò òðóïà
Obj_LoadState(@FObj, st);
FColor.B := utils.readByte(st);
// Îáúåêò òðóïà
Obj_LoadState(@FObj, st);
+ FPlayerUID := utils.readWord(st);
// Åñòü ëè àíèìàöèÿ
anim := utils.readBool(st);
// Åñëè åñòü - çàãðóæàåì
// Åñòü ëè àíèìàöèÿ
anim := utils.readBool(st);
// Åñëè åñòü - çàãðóæàåì