diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index bfba263a40cf6fb9dbd08781f419d92a7b0b1f9d..5f4692fc081d81b7aff0581eba151c96e73328bf 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
A_SHELLS = 1;
A_ROCKETS = 2;
A_CELLS = 3;
A_SHELLS = 1;
A_ROCKETS = 2;
A_CELLS = 3;
+ A_HIGH = 3;
+
+ AmmoLimits: Array [0..1] of Array [A_BULLETS..A_HIGH] of Word =
+ ((200, 50, 50, 300),
+ (400, 100, 100, 600));
K_SIMPLEKILL = 0;
K_HARDKILL = 1;
K_SIMPLEKILL = 0;
K_HARDKILL = 1;
CurrWeap: Byte;
NextWeap: WORD;
NextWeapDelay: Byte;
CurrWeap: Byte;
NextWeap: WORD;
NextWeapDelay: Byte;
- Ammo: Array [A_BULLETS..A_CELLS] of Word;
- MaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
- Weapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
+ Ammo: Array [A_BULLETS..A_HIGH] of Word;
+ MaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
+ Weapon: Array [WP_FIRST..WP_LAST] of Boolean;
Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
WaitRecall: Boolean;
end;
Rulez: Set of R_ITEM_BACKPACK..R_BERSERK;
WaitRecall: Boolean;
end;
procedure Jump();
procedure Use();
procedure Jump();
procedure Use();
- procedure cycleWeapon (dir: Integer);
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;
public
FDamageBuffer: Integer;
public
FDamageBuffer: Integer;
- FAmmo: Array [A_BULLETS..A_CELLS] of Word;
- FMaxAmmo: Array [A_BULLETS..A_CELLS] of Word;
- FWeapon: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Boolean;
+ FAmmo: Array [A_BULLETS..A_HIGH] of Word;
+ FMaxAmmo: Array [A_BULLETS..A_HIGH] of Word;
+ FWeapon: Array [WP_FIRST..WP_LAST] of Boolean;
FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
FBerserk: Integer;
FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
FRulez: Set of R_ITEM_BACKPACK..R_BERSERK;
FBerserk: Integer;
FMegaRulez: Array [MR_SUIT..MR_MAX] of DWORD;
- FReloading: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Word;
+ FReloading: Array [WP_FIRST..WP_LAST] of Word;
FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
FColor: TRGB;
FTime: Array [T_RESPAWN..T_FLAGCAP] of DWORD;
FKeys: Array [KEY_LEFT..KEY_CHAT] of TKeyState;
FColor: TRGB;
FlyPrecision: Byte;
Cover: Byte;
CloseJump: Byte;
FlyPrecision: Byte;
Cover: Byte;
CloseJump: Byte;
- WeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- CloseWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- //SafeWeaponPrior: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
+ WeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
+ CloseWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
+ //SafeWeaponPrior: Array [WP_FIRST..WP_LAST] of Byte;
end;
TAIFlag = record
end;
TAIFlag = record
fly_precision: Byte;
cover: Byte;
close_jump: Byte;
fly_precision: Byte;
cover: Byte;
close_jump: Byte;
- w_prior1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- w_prior2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
- w_prior3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte;
+ w_prior1: Array [WP_FIRST..WP_LAST] of Byte;
+ w_prior2: Array [WP_FIRST..WP_LAST] of Byte;
+ w_prior3: Array [WP_FIRST..WP_LAST] of Byte;
end;
const
end;
const
DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
FlyPrecision: 255; Cover: 255; CloseJump: 255;
WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
DIFFICULT_HARD: TDifficult = (DiagFire: 255; InvisFire: 255; DiagPrecision: 255;
FlyPrecision: 255; Cover: 255; CloseJump: 255;
WeaponPrior:(0,0,0,0,0,0,0,0,0,0); CloseWeaponPrior:(0,0,0,0,0,0,0,0,0,0));
- WEAPON_PRIOR1: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
+ WEAPON_PRIOR1: Array [WP_FIRST..WP_LAST] of Byte =
(WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
(WEAPON_SUPERPULEMET, WEAPON_SHOTGUN2, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PLASMA, WEAPON_ROCKETLAUNCHER,
WEAPON_BFG, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
- WEAPON_PRIOR2: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
+ WEAPON_PRIOR2: Array [WP_FIRST..WP_LAST] of Byte =
(WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
(WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_ROCKETLAUNCHER,
WEAPON_SHOTGUN2, WEAPON_PLASMA, WEAPON_SHOTGUN1,
WEAPON_CHAINGUN, WEAPON_PISTOL, WEAPON_SAW, WEAPON_KASTET);
- //WEAPON_PRIOR3: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
+ //WEAPON_PRIOR3: Array [WP_FIRST..WP_LAST] of Byte =
// (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
// WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
// WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
// (WEAPON_SUPERPULEMET, WEAPON_BFG, WEAPON_PLASMA,
// WEAPON_SHOTGUN2, WEAPON_CHAINGUN, WEAPON_SHOTGUN1,
// WEAPON_SAW, WEAPON_ROCKETLAUNCHER, WEAPON_PISTOL, WEAPON_KASTET);
- WEAPON_RELOAD: Array [WEAPON_KASTET..WEAPON_SUPERPULEMET] of Byte =
+ WEAPON_RELOAD: Array [WP_FIRST..WP_LAST] of Byte =
(5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
PLAYER_SIGNATURE = $52594C50; // 'PLYR'
(5, 2, 6, 18, 36, 2, 12, 2, 14, 2);
PLAYER_SIGNATURE = $52594C50; // 'PLYR'
// Îáúåêò èãðîêà:
Obj_LoadState(@gPlayers[a].FObj, Mem);
// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
// Îáúåêò èãðîêà:
Obj_LoadState(@gPlayers[a].FObj, Mem);
// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.ReadWord(gPlayers[a].FAmmo[i]);
// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
Mem.ReadWord(gPlayers[a].FAmmo[i]);
// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
// Íàëè÷èå îðóæèÿ:
Mem.ReadWord(gPlayers[a].FMaxAmmo[i]);
// Íàëè÷èå îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
Mem.ReadBoolean(gPlayers[a].FWeapon[i]);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.ReadWord(gPlayers[a].FReloading[i]);
// Íàëè÷èå ðþêçàêà:
Mem.ReadByte(b);
Mem.ReadWord(gPlayers[a].FReloading[i]);
// Íàëè÷èå ðþêçàêà:
Mem.ReadByte(b);
else FDifficult := DIFFICULT_HARD;
end;
else FDifficult := DIFFICULT_HARD;
end;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
begin
FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
FDifficult.Cover := BotList[num].cover;
FDifficult.CloseJump := BotList[num].close_jump;
FDifficult.Cover := BotList[num].cover;
FDifficult.CloseJump := BotList[num].close_jump;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
begin
FDifficult.WeaponPrior[a] := BotList[num].w_prior1[a];
FDifficult.CloseWeaponPrior[a] := BotList[num].w_prior2[a];
begin
if gPlayers = nil then Exit;
begin
if gPlayers = nil then Exit;
+ //e_WriteLog('***g_Player_UpdateAll: ENTER', MSG_WARNING);
for i := 0 to High(gPlayers) do
for i := 0 to High(gPlayers) do
+ begin
if gPlayers[i] <> nil then
begin
if gPlayers[i] <> nil then
begin
- gPlayers[i].RealizeCurrentWeapon();
- if gPlayers[i] is TPlayer then gPlayers[i].Update()
- else TBot(gPlayers[i]).Update();
+ if gPlayers[i] is TPlayer then
+ begin
+ gPlayers[i].Update();
+ gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
+ end
+ else
+ begin
+ // bot updates weapons in `UpdateCombat()`
+ TBot(gPlayers[i]).Update();
+ end;
end;
end;
+ end;
+ //e_WriteLog('***g_Player_UpdateAll: EXIT', MSG_WARNING);
end;
procedure g_Player_DrawAll();
end;
procedure g_Player_DrawAll();
if Srv then
begin
// Âûáðîñ îðóæèÿ:
if Srv then
begin
// Âûáðîñ îðóæèÿ:
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
if FWeapon[a] then
begin
case a of
if FWeapon[a] then
begin
case a of
i: Word;
wantThisWeapon: array[0..64] of Boolean;
wwc: Integer = 0; //HACK!
i: Word;
wantThisWeapon: array[0..64] of Boolean;
wwc: Integer = 0; //HACK!
+ dir, cwi: Integer;
begin
result := 255; // default result: "no switch"
begin
result := 255; // default result: "no switch"
+ // had weapon cycling on previous frame? remove that flag
+ if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end;
+ // cycling has priority
+ if (FNextWeap and $C000) <> 0 then
+ begin
+ if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
+ FNextWeap := FNextWeap or $2000; // we need this
+ if FNextWeapDelay > 0 then exit; // cooldown time
+ cwi := FCurrWeap;
+ for i := 0 to High(FWeapon) do
+ begin
+ cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
+ if FWeapon[cwi] then
+ begin
+ //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING);
+ result := Byte(cwi);
+ FNextWeapDelay := 10;
+ exit;
+ end;
+ end;
+ resetWeaponQueue();
+ exit;
+ end;
+ // no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
// exclude currently selected weapon from the set
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
// exclude currently selected weapon from the set
// slow down alterations a little
if wwc > 1 then
begin
// 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 FNextWeap := 0; exit; end; // yeah
end;
// do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
// more than one weapon requested, assume "alteration" and check alteration delay
if FNextWeapDelay > 0 then begin FNextWeap := 0; exit; end; // yeah
end;
// do not reset weapon queue, it will be done in `RealizeCurrentWeapon()`
+ // but clear all counters if no weapon should be switched
if wwc < 1 then begin resetWeaponQueue(); exit; end;
//e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
// try weapons in descending order
if wwc < 1 then begin resetWeaponQueue(); exit; end;
//e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
// try weapons in descending order
begin
// i found her!
result := Byte(i);
begin
// i found her!
result := Byte(i);
+ resetWeaponQueue();
+ FNextWeapDelay := 10; // anyway, 'cause why not
exit;
end;
end;
exit;
end;
end;
end;
procedure TPlayer.RealizeCurrentWeapon();
end;
procedure TPlayer.RealizeCurrentWeapon();
+ function switchAllowed (): Boolean;
+ var
+ i: Byte;
+ begin
+ result := false;
+ if FBFGFireCounter <> -1 then
+ exit;
+ if FTime[T_SWITCH] > gTime then
+ exit;
+ for i := WP_FIRST to WP_LAST do
+ if FReloading[i] > 0 then
+ exit;
+ result := true;
+ end;
+
var
var
- i, nw: Byte;
+ nw: Byte;
begin
begin
- nw := getNextWeaponIndex();
+ //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING);
+ //FNextWeap := FNextWeap and $1FFF;
if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay"
- if nw = 255 then exit; // don't reset anything here
- if nw > High(FWeapon) then begin resetWeaponQueue(); exit; end; // don't forget to reset queue here!
- if FBFGFireCounter <> -1 then exit;
- if FTime[T_SWITCH] > gTime then exit;
+ if not switchAllowed then
+ begin
+ //HACK for weapon cycling
+ if (FNextWeap and $7000) <> 0 then FNextWeap := 0;
+ exit;
+ end;
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do if FReloading[i] > 0 then exit;
+ nw := getNextWeaponIndex();
+ if nw = 255 then exit; // don't reset anything here
+ if nw > High(FWeapon) then
+ begin
+ // don't forget to reset queue here!
+ //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING);
+ resetWeaponQueue();
+ exit;
+ end;
if FWeapon[nw] then
begin
if FWeapon[nw] then
begin
FModel.SetWeapon(FCurrWeap);
if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
end;
FModel.SetWeapon(FCurrWeap);
if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
end;
- // reset weapon queue; `getNextWeaponIndex()` guarantees to not select a weapon player don't have
- resetWeaponQueue();
- FNextWeapDelay := 10; // anyway, 'cause why not
-end;
-
-procedure TPlayer.cycleWeapon (dir: Integer);
-var
- i, cwi: Integer;
-begin
- if dir < 0 then dir := -1 else if dir > 0 then dir := 1 else exit;
- cwi := FCurrWeap;
- for i := 0 to High(FWeapon) do
- begin
- cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon);
- if FWeapon[cwi] then
- begin
- QueueWeaponSwitch(Byte(cwi));
- exit;
- end;
- end;
end;
procedure TPlayer.NextWeapon();
begin
if g_Game_IsClient then Exit;
end;
procedure TPlayer.NextWeapon();
begin
if g_Game_IsClient then Exit;
- cycleWeapon(1);
+ FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
if g_Game_IsClient then Exit;
end;
procedure TPlayer.PrevWeapon();
begin
if g_Game_IsClient then Exit;
- cycleWeapon(-1);
+ FNextWeap := $4000;
end;
procedure TPlayer.SetWeapon(W: Byte);
end;
procedure TPlayer.SetWeapon(W: Byte);
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
(FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
begin
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
(FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
begin
- FMaxAmmo[A_BULLETS] := 400;
- FMaxAmmo[A_SHELLS] := 100;
- FMaxAmmo[A_ROCKETS] := 100;
- FMaxAmmo[A_CELLS] := 600;
+ FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
+ FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
+ FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
+ FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then
IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
FAir := AIR_DEF;
FJetFuel := 0;
FAir := AIR_DEF;
FJetFuel := 0;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FWeapon[a] := False;
FReloading[a] := 0;
begin
FWeapon[a] := False;
FReloading[a] := 0;
FModel.SetWeapon(FCurrWeap);
FModel.SetWeapon(FCurrWeap);
- for b := A_BULLETS to A_CELLS do
+ for b := A_BULLETS to A_HIGH do
FAmmo[b] := 0;
FAmmo[A_BULLETS] := 50;
FAmmo[b] := 0;
FAmmo[A_BULLETS] := 50;
- FMaxAmmo[A_BULLETS] := 200;
- FMaxAmmo[A_SHELLS] := 50;
- FMaxAmmo[A_ROCKETS] := 50;
- FMaxAmmo[A_CELLS] := 300;
+ FMaxAmmo[A_BULLETS] := AmmoLimits[0, A_BULLETS];
+ FMaxAmmo[A_SHELLS] := AmmoLimits[0, A_SHELLS];
+ FMaxAmmo[A_ROCKETS] := AmmoLimits[0, A_SHELLS];
+ FMaxAmmo[A_CELLS] := AmmoLimits[0, A_CELLS];
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
FRulez := [R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE]
FIncCam := FIncCam*i;
end;
FIncCam := FIncCam*i;
end;
+ // no need to do that each second frame, weapon queue will take care of it
+ if FLive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
+ if FLive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
+
if gTime mod (GAME_TICK*2) <> 0 then
begin
if (FObj.Vel.X = 0) and FLive then
if gTime mod (GAME_TICK*2) <> 0 then
begin
if (FObj.Vel.X = 0) and FLive then
// Let alive player do some actions
if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
// Let alive player do some actions
if FKeys[KEY_LEFT].Pressed then Run(D_LEFT);
if FKeys[KEY_RIGHT].Pressed then Run(D_RIGHT);
- if FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon();
- if FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon();
+ //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();
if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
if FKeys[KEY_JUMP].Pressed then Jump()
if FKeys[KEY_FIRE].Pressed and AnyServer then Fire();
if FKeys[KEY_OPEN].Pressed and AnyServer then Use();
if FKeys[KEY_JUMP].Pressed then Jump()
FJetSoundFly.PlayAt(FObj.X, FObj.Y);
end;
FJetSoundFly.PlayAt(FObj.X, FObj.Y);
end;
- for b := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for b := WP_FIRST to WP_LAST do
if FReloading[b] > 0 then
if FNoReload then
FReloading[b] := 0
if FReloading[b] > 0 then
if FNoReload then
FReloading[b] := 0
// Îáúåêò èãðîêà:
Obj_SaveState(@FObj, Mem);
// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
// Îáúåêò èãðîêà:
Obj_SaveState(@FObj, Mem);
// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.WriteWord(FAmmo[i]);
// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
Mem.WriteWord(FAmmo[i]);
// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.WriteWord(FMaxAmmo[i]);
// Íàëè÷èå îðóæèÿ:
Mem.WriteWord(FMaxAmmo[i]);
// Íàëè÷èå îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.WriteBoolean(FWeapon[i]);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
Mem.WriteBoolean(FWeapon[i]);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.WriteWord(FReloading[i]);
// Íàëè÷èå ðþêçàêà:
if R_ITEM_BACKPACK in FRulez then
Mem.WriteWord(FReloading[i]);
// Íàëè÷èå ðþêçàêà:
if R_ITEM_BACKPACK in FRulez then
// Îáúåêò èãðîêà:
Obj_LoadState(@FObj, Mem);
// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
// Îáúåêò èãðîêà:
Obj_LoadState(@FObj, Mem);
// Òåêóùåå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.ReadWord(FAmmo[i]);
// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
Mem.ReadWord(FAmmo[i]);
// Ìàêñèìàëüíîå êîëè÷åñòâî ïàòðîíîâ:
- for i := A_BULLETS to A_CELLS do
+ for i := A_BULLETS to A_HIGH do
Mem.ReadWord(FMaxAmmo[i]);
// Íàëè÷èå îðóæèÿ:
Mem.ReadWord(FMaxAmmo[i]);
// Íàëè÷èå îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.ReadBoolean(FWeapon[i]);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
Mem.ReadBoolean(FWeapon[i]);
// Âðåìÿ ïåðåçàðÿäêè îðóæèÿ:
- for i := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for i := WP_FIRST to WP_LAST do
Mem.ReadWord(FReloading[i]);
// Íàëè÷èå ðþêçàêà:
Mem.ReadByte(b);
Mem.ReadWord(FReloading[i]);
// Íàëè÷èå ðþêçàêà:
Mem.ReadByte(b);
Exit;
end;
Exit;
end;
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do FWeapon[a] := True;
- for a := A_BULLETS to A_CELLS do FAmmo[a] := 30000;
+ for a := WP_FIRST to WP_LAST do FWeapon[a] := True;
+ for a := A_BULLETS to A_HIGH do FAmmo[a] := 30000;
FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
end;
FRulez := FRulez+[R_KEY_RED, R_KEY_GREEN, R_KEY_BLUE];
end;
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
(FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
begin
(FAmmo[A_ROCKETS] < FMaxAmmo[A_ROCKETS]) or
(FAmmo[A_CELLS] < FMaxAmmo[A_CELLS]) then
begin
- FMaxAmmo[A_BULLETS] := 400;
- FMaxAmmo[A_SHELLS] := 100;
- FMaxAmmo[A_ROCKETS] := 100;
- FMaxAmmo[A_CELLS] := 600;
+ FMaxAmmo[A_BULLETS] := AmmoLimits[1, A_BULLETS];
+ FMaxAmmo[A_SHELLS] := AmmoLimits[1, A_SHELLS];
+ FMaxAmmo[A_ROCKETS] := AmmoLimits[1, A_ROCKETS];
+ FMaxAmmo[A_CELLS] := AmmoLimits[1, A_CELLS];
if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
if FAmmo[A_BULLETS] < FMaxAmmo[A_BULLETS] then IncMax(FAmmo[A_BULLETS], 10, FMaxAmmo[A_BULLETS]);
if FAmmo[A_SHELLS] < FMaxAmmo[A_SHELLS] then IncMax(FAmmo[A_SHELLS], 4, FMaxAmmo[A_SHELLS]);
Inc(gNumBots);
Inc(gNumBots);
- for a := WEAPON_KASTET to WEAPON_SUPERPULEMET do
+ for a := WP_FIRST to WP_LAST do
begin
FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
begin
FDifficult.WeaponPrior[a] := WEAPON_PRIOR1[a];
FDifficult.CloseWeaponPrior[a] := WEAPON_PRIOR2[a];
begin
UpdateMove();
UpdateCombat();
begin
UpdateMove();
UpdateCombat();
+ end
+ else
+ begin
+ RealizeCurrentWeapon();
end;
end;
end;
end;