diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 85b8e1537ad9024686d09be58f5ad61914968249..38bb86a299228cfdd06c61bf01973c1aad915da4 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
KEY_UP = 3;
KEY_DOWN = 4;
KEY_FIRE = 5;
KEY_UP = 3;
KEY_DOWN = 4;
KEY_FIRE = 5;
- KEY_NEXTWEAPON = 6;
- KEY_PREVWEAPON = 7;
- KEY_OPEN = 8;
- KEY_JUMP = 9;
- KEY_CHAT = 10;
+ KEY_OPEN = 6;
+ KEY_JUMP = 7;
+ KEY_CHAT = 8;
+
+ WP_PREV = 0;
+ WP_NEXT = 1;
+ WP_FACT = WP_PREV;
+ WP_LACT = WP_NEXT;
R_ITEM_BACKPACK = 0;
R_KEY_RED = 1;
R_ITEM_BACKPACK = 0;
R_KEY_RED = 1;
Kills: Word;
Color: TRGB;
Spectator: Boolean;
Kills: Word;
Color: TRGB;
Spectator: Boolean;
+ UID: Word;
end;
TPlayerStatArray = Array of TPlayerStat;
end;
TPlayerStatArray = Array of TPlayerStat;
function getNextWeaponIndex (): Byte; // return 255 for "no switch"
procedure resetWeaponQueue ();
function hasAmmoForWeapon (weapon: Byte): Boolean;
function getNextWeaponIndex (): Byte; // return 255 for "no switch"
procedure resetWeaponQueue ();
function hasAmmoForWeapon (weapon: Byte): Boolean;
+ function hasAmmoForShooting (weapon: Byte): Boolean;
+ function shouldSwitch (weapon: Byte; hadWeapon: Boolean) : Boolean;
procedure doDamage (v: Integer);
procedure doDamage (v: Integer);
FReloading: Array [WP_FIRST..WP_LAST] of Word;
FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
FReloading: Array [WP_FIRST..WP_LAST] of Word;
FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
+ FWeapSwitchMode: Byte;
+ FWeapPreferences: Array [WP_FIRST .. WP_LAST+1] of Byte;
+ FSwitchToEmpty: Byte;
+ FSkipFist: Byte;
FColor: TRGB;
FPreferredTeam: Byte;
FSpectator: Boolean;
FColor: TRGB;
FPreferredTeam: Byte;
FSpectator: Boolean;
function IsKeyPressed(K: Byte): Boolean;
function GetKeys(): Byte;
function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
function IsKeyPressed(K: Byte): Boolean;
function GetKeys(): Byte;
function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual;
+ procedure SetWeaponPrefs(Prefs: Array of Byte);
+ procedure SetWeaponPref(Weapon, Pref: Byte);
+ function GetWeaponPref(Weapon: Byte) : Byte;
+ function GetMorePrefered() : Byte;
+ function MaySwitch(Weapon: Byte) : Boolean;
function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
function Collide(Panel: TPanel): Boolean; overload;
function Collide(X, Y: Integer): Boolean; overload;
function Collide(X, Y: Integer; Width, Height: Word): Boolean; overload;
function Collide(Panel: TPanel): Boolean; overload;
function Collide(X, Y: Integer): Boolean; overload;
procedure BFGHit();
function GetFlag(Flag: Byte): Boolean;
procedure SetFlag(Flag: Byte);
procedure BFGHit();
function GetFlag(Flag: Byte): Boolean;
procedure SetFlag(Flag: Byte);
- function DropFlag(Silent: Boolean = True): Boolean;
+ function DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
+ function TryDropFlag(): Boolean;
procedure AllRulez(Health: Boolean);
procedure RestoreHealthArmor();
procedure FragCombo();
procedure AllRulez(Health: Boolean);
procedure RestoreHealthArmor();
procedure FragCombo();
procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
procedure DoLerp(Level: Integer = 2);
procedure SetLerp(XTo, YTo: Integer);
procedure NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
procedure DoLerp(Level: Integer = 2);
procedure SetLerp(XTo, YTo: Integer);
+ procedure ProcessWeaponAction(Action: Byte);
procedure QueueWeaponSwitch(Weapon: Byte);
procedure RealizeCurrentWeapon();
procedure FlamerOn;
procedure QueueWeaponSwitch(Weapon: Byte);
procedure RealizeCurrentWeapon();
procedure FlamerOn;
property Death: Integer read FDeath write FDeath;
property Kills: Integer read FKills write FKills;
property CurrWeap: Byte read FCurrWeap write FCurrWeap;
property Death: Integer read FDeath write FDeath;
property Kills: Integer read FKills write FKills;
property CurrWeap: Byte read FCurrWeap write FCurrWeap;
+ property WeapSwitchMode: Byte read FWeapSwitchMode write FWeapSwitchMode;
+ property SwitchToEmpty: Byte read FSwitchToEmpty write FSwitchToEmpty;
+ property SkipFist: Byte read FSkipFist write FSkipFist;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
property MonsterKills: Integer read FMonsterKills write FMonsterKills;
property Secrets: Integer read FSecrets;
property GodMode: Boolean read FGodMode write FGodMode;
public
constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
destructor Destroy(); override;
public
constructor Create(X, Y: Integer; ModelName: String; aMess: Boolean);
destructor Destroy(); override;
- procedure Damage(Value: Word; vx, vy: Integer);
+ procedure Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
procedure Update();
procedure Draw();
procedure SaveState (st: TStream);
procedure Update();
procedure Draw();
procedure SaveState (st: TStream);
procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
procedure g_Bot_MixNames();
procedure g_Bot_RemoveAll();
procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
procedure g_Bot_MixNames();
procedure g_Bot_RemoveAll();
+function g_Bot_GetCount(): Integer;
implementation
implementation
end;
function g_Player_CreateFromState (st: TStream): Word;
end;
function g_Player_CreateFromState (st: TStream): Word;
-var
- a, i: Integer;
- ok, Bot: Boolean;
- b: Byte;
+ var a: Integer; ok, Bot: Boolean; pos: Int64;
begin
begin
- result := 0;
- if (st = nil) then exit; //???
+ assert(st <> nil);
- // Ñèãíàòóðà èãðîêà
+ // check signature and entity type
+ pos := st.Position;
if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
if not utils.checkSign(st, 'PLYR') then raise XStreamError.Create('invalid player signature');
if (utils.readByte(st) <> PLR_SAVE_VERSION) then raise XStreamError.Create('invalid player version');
-
- // Áîò èëè ÷åëîâåê:
Bot := utils.readBool(st);
Bot := utils.readBool(st);
+ st.Position := pos;
+ // find free player slot
ok := false;
ok := false;
- a := 0;
-
- // Åñòü ëè ìåñòî â gPlayers:
- for a := 0 to High(gPlayers) do if (gPlayers[a] = nil) then begin ok := true; break; end;
+ for a := 0 to High(gPlayers) do
+ if gPlayers[a] = nil then
+ begin
+ ok := true;
+ break;
+ end;
- // Íåò ìåñòà - ðàñøèðÿåì gPlayers
+ // allocate player slot
if not ok then
begin
SetLength(gPlayers, Length(gPlayers)+1);
a := High(gPlayers);
end;
if not ok then
begin
SetLength(gPlayers, Length(gPlayers)+1);
a := High(gPlayers);
end;
- // Ñîçäàåì îáúåêò èãðîêà
+ // create entity and load state
if Bot then
gPlayers[a] := TBot.Create()
else
gPlayers[a] := TPlayer.Create();
if Bot then
gPlayers[a] := TBot.Create()
else
gPlayers[a] := TPlayer.Create();
- gPlayers[a].FIamBot := Bot;
- gPlayers[a].FPhysics := True;
-
- // UID èãðîêà
- gPlayers[a].FUID := utils.readWord(st);
- // Èìÿ èãðîêà
- gPlayers[a].FName := utils.readStr(st);
- // Êîìàíäà
- gPlayers[a].FTeam := utils.readByte(st);
- gPlayers[a].FPreferredTeam := gPlayers[a].FTeam;
- // Æèâ ëè
- gPlayers[a].FAlive := utils.readBool(st);
- // Èçðàñõîäîâàë ëè âñå æèçíè
- gPlayers[a].FNoRespawn := utils.readBool(st);
- // Íàïðàâëåíèå
- b := utils.readByte(st);
- if b = 1 then gPlayers[a].FDirection := TDirection.D_LEFT else gPlayers[a].FDirection := TDirection.D_RIGHT; // b = 2
- // Çäîðîâüå
- gPlayers[a].FHealth := utils.readLongInt(st);
- // Ôîðà
- gPlayers[a].FHandicap := utils.readLongInt(st);
- // Æèçíè
- gPlayers[a].FLives := utils.readByte(st);
- // Áðîíÿ
- gPlayers[a].FArmor := utils.readLongInt(st);
- // Çàïàñ âîçäóõà
- gPlayers[a].FAir := utils.readLongInt(st);
- // Çàïàñ ãîðþ÷åãî
- gPlayers[a].FJetFuel := utils.readLongInt(st);
- // Áîëü
- gPlayers[a].FPain := utils.readLongInt(st);
- // Óáèë
- gPlayers[a].FKills := utils.readLongInt(st);
- // Óáèë ìîíñòðîâ
- gPlayers[a].FMonsterKills := utils.readLongInt(st);
- // Ôðàãîâ
- gPlayers[a].FFrags := utils.readLongInt(st);
- // Ôðàãîâ ïîäðÿä
- gPlayers[a].FFragCombo := utils.readByte(st);
- // Âðåìÿ ïîñëåäíåãî ôðàãà
- gPlayers[a].FLastFrag := utils.readLongWord(st);
- // Ñìåðòåé
- gPlayers[a].FDeath := utils.readLongInt(st);
- // Êàêîé ôëàã íåñåò
- gPlayers[a].FFlag := utils.readByte(st);
- // Íàøåë ñåêðåòîâ
- gPlayers[a].FSecrets := utils.readLongInt(st);
- // Òåêóùåå îðóæèå
- gPlayers[a].FCurrWeap := utils.readByte(st);
- // Ñëåäóþùåå æåëàåìîå îðóæèå
- gPlayers[a].FNextWeap := utils.readWord(st);
- // ...è ïàóçà
- gPlayers[a].FNextWeapDelay := utils.readByte(st);
- // Âðåìÿ çàðÿäêè BFG
- gPlayers[a].FBFGFireCounter := utils.readSmallInt(st);
- // Áóôåð óðîíà
- gPlayers[a].FDamageBuffer := utils.readLongInt(st);
- // Ïîñëåäíèé óäàðèâøèé
- gPlayers[a].FLastSpawnerUID := utils.readWord(st);
- // Òèï ïîñëåäíåãî ïîëó÷åííîãî óðîíà
- gPlayers[a].FLastHit := utils.readByte(st);
- // Îáúåêò èãðîêà:
- Obj_LoadState(@gPlayers[a].FObj, st);
- // Òåêóùåå êîëè÷åñòâî ïàòðîíîâ
- for i := A_BULLETS to A_HIGH do gPlayers[a].FAmmo[i] := utils.readWord(st);
- // Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ
- for i := A_BULLETS to A_HIGH do gPlayers[a].FMaxAmmo[i] := utils.readWord(st);
- // Íàëè÷èå îðóæèÿ
- for i := WP_FIRST to WP_LAST do gPlayers[a].FWeapon[i] := utils.readBool(st);
- // Âðåìÿ ïåðåçàðÿäêè îðóæèÿ
- for i := WP_FIRST to WP_LAST do gPlayers[a].FReloading[i] := utils.readWord(st);
- // Íàëè÷èå ðþêçàêà
- if utils.readBool(st) then Include(gPlayers[a].FRulez, R_ITEM_BACKPACK);
- // Íàëè÷èå êðàñíîãî êëþ÷à
- if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_RED);
- // Íàëè÷èå çåëåíîãî êëþ÷à
- if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_GREEN);
- // Íàëè÷èå ñèíåãî êëþ÷à
- if utils.readBool(st) then Include(gPlayers[a].FRulez, R_KEY_BLUE);
- // Íàëè÷èå áåðñåðêà
- if utils.readBool(st) then Include(gPlayers[a].FRulez, R_BERSERK);
- // Âðåìÿ äåéñòâèÿ ñïåöèàëüíûõ ïðåäìåòîâ
- for i := MR_SUIT to MR_MAX do gPlayers[a].FMegaRulez[i] := utils.readLongWord(st);
- // Âðåìÿ äî ïîâòîðíîãî ðåñïàóíà, ñìåíû îðóæèÿ, èñîëüçîâàíèÿ, çàõâàòà ôëàãà
- for i := T_RESPAWN to T_FLAGCAP do gPlayers[a].FTime[i] := utils.readLongWord(st);
-
- // Íàçâàíèå ìîäåëè:
- gPlayers[a].FActualModelName := utils.readStr(st);
- // Öâåò ìîäåëè
- gPlayers[a].FColor.R := utils.readByte(st);
- gPlayers[a].FColor.G := utils.readByte(st);
- gPlayers[a].FColor.B := utils.readByte(st);
- // Îáíîâëÿåì ìîäåëü èãðîêà
- gPlayers[a].SetModel(gPlayers[a].FActualModelName);
-
- // Íåò ìîäåëè - ñîçäàíèå íåâîçìîæíî
- if (gPlayers[a].FModel = nil) then
- begin
- gPlayers[a].Free();
- gPlayers[a] := nil;
- g_FatalError(Format(_lc[I_GAME_ERROR_MODEL], [gPlayers[a].FActualModelName]));
- exit;
- end;
-
- // Åñëè êîìàíäíàÿ èãðà - êðàñèì ìîäåëü â öâåò êîìàíäû
- if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
- gPlayers[a].FModel.Color := TEAMCOLOR[gPlayers[a].FTeam]
- else
- gPlayers[a].FModel.Color := gPlayers[a].FColor;
+ gPlayers[a].FPhysics := True; // ???
+ gPlayers[a].LoadState(st);
result := gPlayers[a].FUID;
end;
result := gPlayers[a].FUID;
end;
begin
if not g_Game_IsServer then Exit;
begin
if not g_Game_IsServer then Exit;
+// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
+ if (g_Bot_GetCount() >= gMaxBots) then Exit;
+
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
begin
if not g_Game_IsServer then Exit;
begin
if not g_Game_IsServer then Exit;
+// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
+ if (g_Bot_GetCount() >= gMaxBots) then Exit;
+
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
Result := Result + 1;
end;
Result := Result + 1;
end;
+function g_Bot_GetCount(): Integer;
+var
+ a: Integer;
+begin
+ Result := 0;
+
+ if gPlayers = nil then
+ Exit;
+
+ for a := 0 to High(gPlayers) do
+ if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
+ Result := Result + 1;
+end;
+
function g_Player_GetStats(): TPlayerStatArray;
var
a: Integer;
function g_Player_GetStats(): TPlayerStatArray;
var
a: Integer;
Color := gPlayers[a].FModel.Color;
Lives := gPlayers[a].FLives;
Spectator := gPlayers[a].FSpectator;
Color := gPlayers[a].FModel.Color;
Lives := gPlayers[a].FLives;
Spectator := gPlayers[a].FSpectator;
+ UID := gPlayers[a].FUID;
end;
end;
end;
end;
end;
end;
if FModel <> nil then FModel.Color := Color;
end;
if FModel <> nil then FModel.Color := Color;
end;
+
+
function TPlayer.GetColor(): TRGB;
begin
result := FModel.Color;
end;
function TPlayer.GetColor(): TRGB;
begin
result := FModel.Color;
end;
+procedure TPlayer.SetWeaponPrefs(Prefs: Array of Byte);
+var
+ i: Integer;
+begin
+ for i := WP_FIRST to WP_LAST + 1 do
+ begin
+ if (Prefs[i] > WP_LAST + 1) then
+ FWeapPreferences[i] := 0
+ else
+ FWeapPreferences[i] := Prefs[i];
+ end;
+end;
+
+procedure TPlayer.SetWeaponPref(Weapon, Pref: Byte);
+begin
+ if (Weapon > WP_LAST + 1) then
+ exit
+ else if (Pref <= WP_LAST + 1) and (Weapon <= WP_LAST + 1) then
+ FWeapPreferences[Weapon] := Pref
+ else if (Weapon <= WP_LAST + 1) and (Pref > WP_LAST + 1) then
+ FWeapPreferences[Weapon] := 0;
+end;
+
+function TPlayer.GetWeaponPref(Weapon: Byte) : Byte;
+begin
+ if (Weapon > WP_LAST + 1) then
+ result := 0
+ else if (FWeapPreferences[Weapon] > WP_LAST + 1) then
+ result := 0
+ else
+ result := FWeapPreferences[Weapon];
+end;
+
+function TPlayer.GetMorePrefered() : Byte;
+var
+ testedWeap, i: Byte;
+begin
+ testedWeap := FCurrWeap;
+ for i := WP_FIRST to WP_LAST do
+ if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
+ testedWeap := i;
+ if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
+ testedWeap := WEAPON_KASTET;
+ result := testedWeap;
+end;
+
+function TPlayer.maySwitch(Weapon: Byte) : Boolean;
+begin
+ result := true;
+ if (Weapon = WEAPON_KASTET) and (FSkipFist <> 0) then
+ begin
+ if (FSkipFist = 1) and (not (R_BERSERK in FRulez)) then
+ result := false;
+ end
+ else if (FSwitchToEmpty = 0) and (not hasAmmoForShooting(Weapon)) then
+ result := false;
+end;
+
procedure TPlayer.SwitchTeam;
begin
if g_Game_IsClient then
procedure TPlayer.SwitchTeam;
begin
if g_Game_IsClient then
Rb, Gb, Bb,
Rw, Gw, Bw: SmallInt;
Dot: Byte;
Rb, Gb, Bb,
Rw, Gw, Bw: SmallInt;
Dot: Byte;
+ CObj: TObj;
begin
begin
- FObj.lerp(gLerpFactor, fX, fY);
+ CObj := getCameraObj();
+ CObj.lerp(gLerpFactor, fX, fY);
+ // NB: _F_Obj.Rect is used to keep the bubble higher; this is not a mistake
bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
bubY := fY+FObj.Rect.Y - 18;
Rb := 64;
bubX := fX+FObj.Rect.X + IfThen(FDirection = TDirection.D_LEFT, -4, 18);
bubY := fY+FObj.Rect.Y - 18;
Rb := 64;
if SpawnerUID = FUID then
begin // Ñàìîóáèëñÿ
if SpawnerUID = FUID then
begin // Ñàìîóáèëñÿ
- if Srv and (DoFrags or (gGameSettings.GameMode = GM_TDM)) then
+ if Srv then
begin
begin
- Dec(FFrags);
- FLastFrag := 0;
+ if gGameSettings.GameMode = GM_TDM then
+ Dec(gTeamStat[FTeam].Goals);
+ if DoFrags or (gGameSettings.GameMode = GM_TDM) then
+ begin
+ Dec(FFrags);
+ FLastFrag := 0;
+ end;
end;
g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
end
end;
g_Console_Add(Format(_lc[I_PLAYER_KILL_SELF], [FName]), True);
end
FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
FModel.Blood.R, FModel.Blood.G, FModel.Blood.B, FModel.Blood.Kind);
end;
+procedure TPlayer.ProcessWeaponAction(Action: Byte);
+begin
+ if g_Game_IsClient then Exit;
+ case Action of
+ WP_PREV: PrevWeapon();
+ WP_NEXT: NextWeapon();
+ end;
+end;
+
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
if g_Game_IsClient then Exit;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
if g_Game_IsClient then Exit;
end;
end;
end;
end;
+function TPlayer.hasAmmoForShooting (weapon: Byte): Boolean;
+begin
+ result := false;
+ case weapon of
+ WEAPON_KASTET, WEAPON_SAW: result := true;
+ WEAPON_SHOTGUN1, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0);
+ WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 1);
+ WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0);
+ WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0);
+ WEAPON_PLASMA: result := (FAmmo[A_CELLS] > 0);
+ WEAPON_BFG: result := (FAmmo[A_CELLS] >= 40);
+ WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0);
+ else result := (weapon < length(FWeapon));
+ end;
+end;
+
+function TPlayer.shouldSwitch (weapon: Byte; hadWeapon: Boolean): Boolean;
+begin
+ result := false;
+ if (weapon > WP_LAST + 1) then
+ begin
+ result := false;
+ exit;
+ end;
+ if (FWeapSwitchMode = 1) and not hadWeapon then
+ result := true
+ else if (FWeapSwitchMode = 2) then
+ result := (FWeapPreferences[weapon] > FWeapPreferences[FCurrWeap]);
+end;
+
// return 255 for "no switch"
function TPlayer.getNextWeaponIndex (): Byte;
var
// return 255 for "no switch"
function TPlayer.getNextWeaponIndex (): Byte;
var
dir, cwi: Integer;
begin
result := 255; // default result: "no switch"
dir, cwi: Integer;
begin
result := 255; // default result: "no switch"
+ //e_LogWriteFln('FSWITCHTOEMPTY: %s', [FSwitchToEmpty], TMsgType.Notify);
// had weapon cycling on previous frame? remove that flag
if (FNextWeap and $2000) <> 0 then
begin
// had weapon cycling on previous frame? remove that flag
if (FNextWeap and $2000) <> 0 then
begin
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
for i := 0 to High(FWeapon) do
begin
cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
- if FWeapon[cwi] then
+ if FWeapon[cwi] and maySwitch(cwi) then
begin
begin
- //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
+ //e_LogWriteFln(' SWITCH: cur=%d; new=%d %s %s', [FCurrWeap, cwi, FSwitchToEmpty, hasAmmoForWeapon(cwi)], TMsgType.Notify);
result := Byte(cwi);
FNextWeapDelay := WEAPON_DELAY;
exit;
result := Byte(cwi);
FNextWeapDelay := WEAPON_DELAY;
exit;
wantThisWeapon[i] := true;
Inc(wwc);
end;
wantThisWeapon[i] := true;
Inc(wwc);
end;
+
// exclude currently selected weapon from the set
wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
// exclude currently selected weapon from the set
wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
result := Byte(i);
resetWeaponQueue();
FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
result := Byte(i);
resetWeaponQueue();
FNextWeapDelay := WEAPON_DELAY * 2; // anyway, 'cause why not
+ //e_LogWriteFln('FOUND %s %s %s', [result, FSwitchToEmpty, hasAmmoForWeapon(i)], TMsgType.Notify);
exit;
end;
end;
exit;
end;
end;
end;
nw := getNextWeaponIndex();
end;
nw := getNextWeaponIndex();
+ //
if nw = 255 then exit; // don't reset anything here
if nw > High(FWeapon) then
begin
if nw = 255 then exit; // don't reset anything here
if nw > High(FWeapon) then
begin
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
-
- function allowBerserkSwitching (): Boolean;
- begin
- if (FBFGFireCounter <> -1) then begin result := false; exit; end;
- result := true;
- if gBerserkAutoswitch then exit;
- if not conIsCheatsEnabled then exit;
- result := false;
- end;
-
var
a: Boolean;
var
a: Boolean;
+ switchWeapon: Byte = 255;
+ hadWeapon: Boolean = False;
begin
Result := False;
if g_Game_IsClient then Exit;
begin
Result := False;
if g_Game_IsClient then Exit;
// a = true - ìåñòî ñïàâíà ïðåäìåòà:
a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
remove := not a;
// a = true - ìåñòî ñïàâíà ïðåäìåòà:
a := LongBool(gGameSettings.Options and GAME_OPTION_WEAPONSTAY) and arespawn;
remove := not a;
-
case ItemType of
ITEM_MEDKIT_SMALL:
if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
case ItemType of
ITEM_MEDKIT_SMALL:
if (FHealth < PLAYER_HP_SOFT) or (FFireTime > 0) then
ITEM_WEAPON_SAW:
if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
begin
ITEM_WEAPON_SAW:
if (not FWeapon[WEAPON_SAW]) or ((not arespawn) and (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF])) then
begin
+ hadWeapon := FWeapon[WEAPON_SAW];
+ switchWeapon := WEAPON_SAW;
FWeapon[WEAPON_SAW] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
FWeapon[WEAPON_SAW] := True;
Result := True;
if gFlash = 2 then Inc(FPickup, 5);
begin
// Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
begin
// Íóæíî, ÷òîáû íå âçÿòü âñå ïóëè ñðàçó:
if a and FWeapon[WEAPON_SHOTGUN1] then Exit;
-
+ hadWeapon := FWeapon[WEAPON_SHOTGUN1];
+ switchWeapon := WEAPON_SHOTGUN1;
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
FWeapon[WEAPON_SHOTGUN1] := True;
Result := True;
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
FWeapon[WEAPON_SHOTGUN1] := True;
Result := True;
if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
begin
if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SHOTGUN2] then
begin
if a and FWeapon[WEAPON_SHOTGUN2] then Exit;
-
+ hadWeapon := FWeapon[WEAPON_SHOTGUN2];
+ switchWeapon := WEAPON_SHOTGUN2;
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
FWeapon[WEAPON_SHOTGUN2] := True;
Result := True;
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
FWeapon[WEAPON_SHOTGUN2] := True;
Result := True;
if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
begin
if a and FWeapon[WEAPON_CHAINGUN] then Exit;
if (FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS]) or not FWeapon[WEAPON_CHAINGUN] then
begin
if a and FWeapon[WEAPON_CHAINGUN] then Exit;
-
+ hadWeapon := FWeapon[WEAPON_CHAINGUN];
+ switchWeapon := WEAPON_CHAINGUN;
IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
FWeapon[WEAPON_CHAINGUN] := True;
Result := True;
IncMax(FAmmo[A_BULLETS], 50, FMaxAmmo[A_BULLETS]);
FWeapon[WEAPON_CHAINGUN] := True;
Result := True;
if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
begin
if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
if (FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or not FWeapon[WEAPON_ROCKETLAUNCHER] then
begin
if a and FWeapon[WEAPON_ROCKETLAUNCHER] then Exit;
-
+ switchWeapon := WEAPON_ROCKETLAUNCHER;
+ hadWeapon := FWeapon[WEAPON_ROCKETLAUNCHER];
IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
FWeapon[WEAPON_ROCKETLAUNCHER] := True;
Result := True;
IncMax(FAmmo[A_ROCKETS], 2, FMaxAmmo[A_ROCKETS]);
FWeapon[WEAPON_ROCKETLAUNCHER] := True;
Result := True;
if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
begin
if a and FWeapon[WEAPON_PLASMA] then Exit;
if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_PLASMA] then
begin
if a and FWeapon[WEAPON_PLASMA] then Exit;
-
+ switchWeapon := WEAPON_PLASMA;
+ hadWeapon := FWeapon[WEAPON_PLASMA];
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
FWeapon[WEAPON_PLASMA] := True;
Result := True;
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
FWeapon[WEAPON_PLASMA] := True;
Result := True;
if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
begin
if a and FWeapon[WEAPON_BFG] then Exit;
if (FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) or not FWeapon[WEAPON_BFG] then
begin
if a and FWeapon[WEAPON_BFG] then Exit;
-
+ switchWeapon := WEAPON_BFG;
+ hadWeapon := FWeapon[WEAPON_BFG];
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
FWeapon[WEAPON_BFG] := True;
Result := True;
IncMax(FAmmo[A_CELLS], 40, FMaxAmmo[A_CELLS]);
FWeapon[WEAPON_BFG] := True;
Result := True;
if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
begin
if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
if (FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS]) or not FWeapon[WEAPON_SUPERPULEMET] then
begin
if a and FWeapon[WEAPON_SUPERPULEMET] then Exit;
-
+ switchWeapon := WEAPON_SUPERPULEMET;
+ hadWeapon := FWeapon[WEAPON_SUPERPULEMET];
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
FWeapon[WEAPON_SUPERPULEMET] := True;
Result := True;
IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
FWeapon[WEAPON_SUPERPULEMET] := True;
Result := True;
if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
begin
if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
if (FAmmo[A_FUEL] < FMaxAmmo[A_FUEL]) or not FWeapon[WEAPON_FLAMETHROWER] then
begin
if a and FWeapon[WEAPON_FLAMETHROWER] then Exit;
-
+ switchWeapon := WEAPON_FLAMETHROWER;
+ hadWeapon := FWeapon[WEAPON_FLAMETHROWER];
IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
FWeapon[WEAPON_FLAMETHROWER] := True;
Result := True;
IncMax(FAmmo[A_FUEL], 100, FMaxAmmo[A_FUEL]);
FWeapon[WEAPON_FLAMETHROWER] := True;
Result := True;
if not (R_BERSERK in FRulez) then
begin
Include(FRulez, R_BERSERK);
if not (R_BERSERK in FRulez) then
begin
Include(FRulez, R_BERSERK);
- if allowBerserkSwitching then
+ if (FBFGFireCounter = -1) then
begin
FCurrWeap := WEAPON_KASTET;
resetWeaponQueue();
begin
FCurrWeap := WEAPON_KASTET;
resetWeaponQueue();
if gFlash = 2 then Inc(FPickup, 5);
end;
end;
if gFlash = 2 then Inc(FPickup, 5);
end;
end;
+
+ if (shouldSwitch(switchWeapon, hadWeapon)) then
+ QueueWeaponSwitch(switchWeapon);
end;
procedure TPlayer.Touch();
end;
procedure TPlayer.Touch();
// Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
begin
// Îäèíî÷íàÿ èãðà/êîîïåðàòèâ
if gGameSettings.GameMode in [GM_COOP, GM_SINGLE] then
begin
- if (Self = gPlayer1) or (Self = gPlayer2) then
+ if Self = gPlayer1 then
begin
begin
- // Òî÷êà ïîÿâëåíèÿ ñâîåãî èãðîêà
- if Self = gPlayer1 then
- c := RESPAWNPOINT_PLAYER1
- else
- c := RESPAWNPOINT_PLAYER2;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà ïîÿâëåíèÿ äðóãîãî èãðîêà
- if Self = gPlayer1 then
- c := RESPAWNPOINT_PLAYER2
- else
- c := RESPAWNPOINT_PLAYER1;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
- end else
+ // player 1 should try to spawn on the player 1 point
+ if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
+ Exit(RESPAWNPOINT_PLAYER1)
+ else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
+ Exit(RESPAWNPOINT_PLAYER2);
+ end
+ else if Self = gPlayer2 then
begin
begin
- // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà (áîòà)
- if Random(2) = 0 then
- c := RESPAWNPOINT_PLAYER1
- else
- c := RESPAWNPOINT_PLAYER2;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
- end;
-
- // Òî÷êà ëþáîé èç êîìàíä
- if Random(2) = 0 then
- c := RESPAWNPOINT_RED
+ // player 2 should try to spawn on the player 2 point
+ if g_Map_GetPointCount(RESPAWNPOINT_PLAYER2) > 0 then
+ Exit(RESPAWNPOINT_PLAYER2)
+ else if g_Map_GetPointCount(RESPAWNPOINT_PLAYER1) > 0 then
+ Exit(RESPAWNPOINT_PLAYER1);
+ end
else
else
- c := RESPAWNPOINT_BLUE;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà DM
- c := RESPAWNPOINT_DM;
- if g_Map_GetPointCount(c) > 0 then
begin
begin
- Result := c;
- Exit;
+ // other players randomly pick either the first or the second point
+ c := IfThen((Random(2) = 0), RESPAWNPOINT_PLAYER1, RESPAWNPOINT_PLAYER2);
+ if g_Map_GetPointCount(c) > 0 then
+ Exit(c);
+ // try the other one
+ c := IfThen((c = RESPAWNPOINT_PLAYER1), RESPAWNPOINT_PLAYER2, RESPAWNPOINT_PLAYER1);
+ if g_Map_GetPointCount(c) > 0 then
+ Exit(c);
end;
end;
// Ìÿñîïîâàë
if gGameSettings.GameMode = GM_DM then
begin
end;
end;
// Ìÿñîïîâàë
if gGameSettings.GameMode = GM_DM then
begin
- // Òî÷êà DM
- c := RESPAWNPOINT_DM;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
- if Random(2) = 0 then
- c := RESPAWNPOINT_PLAYER1
- else
- c := RESPAWNPOINT_PLAYER2;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà ëþáîé èç êîìàíä
- if Random(2) = 0 then
- c := RESPAWNPOINT_RED
- else
- c := RESPAWNPOINT_BLUE;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
+ // try DM points first
+ if g_Map_GetPointCount(RESPAWNPOINT_DM) > 0 then
+ Exit(RESPAWNPOINT_DM);
end;
// Êîìàíäíûå
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
begin
end;
// Êîìàíäíûå
if gGameSettings.GameMode in [GM_TDM, GM_CTF] then
begin
- // Òî÷êà ñâîåé êîìàíäû
- c := RESPAWNPOINT_DM;
- if FTeam = TEAM_RED then
- c := RESPAWNPOINT_RED;
- if FTeam = TEAM_BLUE then
- c := RESPAWNPOINT_BLUE;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà DM
- c := RESPAWNPOINT_DM;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà ïîÿâëåíèÿ ëþáîãî èãðîêà
- if Random(2) = 0 then
- c := RESPAWNPOINT_PLAYER1
- else
- c := RESPAWNPOINT_PLAYER2;
- if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
-
- // Òî÷êà äðóãîé êîìàíäû
+ // try team points first
c := RESPAWNPOINT_DM;
if FTeam = TEAM_RED then
c := RESPAWNPOINT_DM;
if FTeam = TEAM_RED then
+ c := RESPAWNPOINT_RED
+ else if FTeam = TEAM_BLUE then
c := RESPAWNPOINT_BLUE;
c := RESPAWNPOINT_BLUE;
- if FTeam = TEAM_BLUE then
- c := RESPAWNPOINT_RED;
if g_Map_GetPointCount(c) > 0 then
if g_Map_GetPointCount(c) > 0 then
- begin
- Result := c;
- Exit;
- end;
+ Exit(c);
end;
end;
+
+ // still haven't found a spawnpoint, try random shit
+ Result := g_Map_GetRandomPointType();
end;
procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
end;
procedure TPlayer.Respawn(Silent: Boolean; Force: Boolean = False);
DoLerp(4);
if NetServer then
DoLerp(4);
if NetServer then
- if FClientID >= 0 then
+ if (FClientID >= 0) and (NetClients[FClientID].Peer <> nil) then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
if NetClients[FClientID].Peer^.packetsSent > 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
if NetClients[FClientID].Peer^.packetsSent > 0 then
FIncCam := FIncCam*i;
end;
FIncCam := FIncCam*i;
end;
- // no need to do that each second frame, weapon queue will take care of it
- if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
- if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
-
if gTime mod (GAME_TICK*2) <> 0 then
begin
if (FObj.Vel.X = 0) and FAlive then
if gTime mod (GAME_TICK*2) <> 0 then
begin
if (FObj.Vel.X = 0) and FAlive then
// Let alive player do some actions
if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
// Let alive player do some actions
if FKeys[KEY_LEFT].Pressed then Run(TDirection.D_LEFT);
if FKeys[KEY_RIGHT].Pressed then Run(TDirection.D_RIGHT);
- //if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
- //if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
else
begin
if FKeys[KEY_FIRE].Pressed and AnyServer then Fire()
else
begin
procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
var
locObj: TObj;
procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
var
locObj: TObj;
- F: Boolean;
+ visible: Boolean = True;
WX, WY, XD, YD: Integer;
begin
WX, WY, XD, YD: Integer;
begin
- F := False;
WX := X;
WY := Y;
XD := AX;
WX := X;
WY := Y;
XD := AX;
case FCurrWeap of
WEAPON_KASTET:
begin
case FCurrWeap of
WEAPON_KASTET:
begin
+ visible := False;
DoPunch();
if R_BERSERK in FRulez then
begin
DoPunch();
if R_BERSERK in FRulez then
begin
FSawSoundSelect.Stop();
FSawSound.PlayAt(FObj.X, FObj.Y);
end;
FSawSoundSelect.Stop();
FSawSound.PlayAt(FObj.X, FObj.Y);
end;
- f := True;
end;
WEAPON_PISTOL:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
FFireAngle := FAngle;
end;
WEAPON_PISTOL:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
FFireAngle := FAngle;
- f := True;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_BULLET);
end;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_BULLET);
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
FShellTimer := 10;
FShellType := SHELL_SHELL;
end;
FShellTimer := 10;
FShellType := SHELL_SHELL;
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
FFireAngle := FAngle;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
FShellTimer := 13;
FShellType := SHELL_DBLSHELL;
end;
FShellTimer := 13;
FShellType := SHELL_DBLSHELL;
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
FFireAngle := FAngle;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_BULLET);
end;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_BULLET);
end;
begin
g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
begin
g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
- f := True;
end;
WEAPON_PLASMA:
begin
g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
end;
WEAPON_PLASMA:
begin
g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
- f := True;
end;
WEAPON_BFG:
begin
g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
end;
WEAPON_BFG:
begin
g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
- f := True;
end;
WEAPON_SUPERPULEMET:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
end;
WEAPON_SUPERPULEMET:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_SHELL);
end;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_SHELL);
end;
g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
FlamerOn;
FFireAngle := FAngle;
g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
FlamerOn;
FFireAngle := FAngle;
- f := True;
end;
end;
end;
end;
- if not f then Exit;
+ if not visible then Exit;
if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
begin
FXTo := XTo;
FYTo := YTo;
begin
FXTo := XTo;
FYTo := YTo;
- if NetInterpLevel < 1 then
+ if FJustTeleported or (NetInterpLevel < 1) then
begin
FObj.X := XTo;
FObj.Y := YTo;
begin
FObj.X := XTo;
FObj.Y := YTo;
+ if FJustTeleported then
+ begin
+ FObj.oldX := FObj.X;
+ FObj.oldY := FObj.Y;
+ end;
end
else
begin
end
else
begin
FModel.SetFlag(FFlag);
end;
FModel.SetFlag(FFlag);
end;
-function TPlayer.DropFlag(Silent: Boolean = True): Boolean;
+function TPlayer.TryDropFlag(): Boolean;
+begin
+ if LongBool(gGameSettings.Options and GAME_OPTION_ALLOWDROPFLAG) then
+ Result := DropFlag(False, LongBool(gGameSettings.Options and GAME_OPTION_THROWFLAG))
+ else
+ Result := False;
+end;
+
+function TPlayer.DropFlag(Silent: Boolean = True; DoThrow: Boolean = False): Boolean;
var
s: String;
a: Byte;
var
s: String;
a: Byte;
+ xv, yv: Integer;
begin
Result := False;
if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
begin
Result := False;
if (not g_Game_IsServer) or (FFlag = FLAG_NONE) then
Direction := FDirection;
State := FLAG_STATE_DROPPED;
Count := FLAG_TIME;
Direction := FDirection;
State := FLAG_STATE_DROPPED;
Count := FLAG_TIME;
- g_Obj_Push(@Obj, (FObj.Vel.X div 2)-2+Random(5),
- (FObj.Vel.Y div 2)-2+Random(5));
+ if DoThrow then
+ begin
+ xv := FObj.Vel.X + IfThen(Direction = TDirection.D_RIGHT, 10, -10);
+ yv := FObj.Vel.Y - 2;
+ end
+ else
+ begin
+ xv := (FObj.Vel.X div 2);
+ yv := (FObj.Vel.Y div 2) - 2;
+ end;
+ g_Obj_Push(@Obj, xv, yv);
+
positionChanged(); // this updates spatial accelerators
if FFlag = FLAG_RED then
positionChanged(); // this updates spatial accelerators
if FFlag = FLAG_RED then
end;
end;
-procedure TCorpse.Damage(Value: Word; vx, vy: Integer);
+procedure TCorpse.Damage(Value: Word; SpawnerUID: Word; vx, vy: Integer);
var
pm: TPlayerModel;
Blood: TModelBlood;
var
pm: TPlayerModel;
Blood: TModelBlood;
if (gBodyKillEvent <> -1)
and gDelayedEvents[gBodyKillEvent].Pending then
gDelayedEvents[gBodyKillEvent].Pending := False;
if (gBodyKillEvent <> -1)
and gDelayedEvents[gBodyKillEvent].Pending then
gDelayedEvents[gBodyKillEvent].Pending := False;
- gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, 0);
+ gBodyKillEvent := g_Game_DelayEvent(DE_BODYKILL, 1050, SpawnerUID);
end;
end
else
end;
end
else
begin
begin
- conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
end.
conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
end.