diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 4604b3c95f5a1f9ed2250ebed552b4e5ffc53f23..7436e7a95a77d928002f0dd974b74fe045cebda9 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FFlag: Byte;
FSecrets: Integer;
FCurrWeap: Byte;
FFlag: Byte;
FSecrets: Integer;
FCurrWeap: Byte;
+ //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use
+ FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this
+ //FCurrFrameIdx: LongWord; // increased in each `Update()`
FNextWeap: WORD;
FNextWeapDelay: Byte; // frames (unused)
FBFGFireCounter: SmallInt;
FNextWeap: WORD;
FNextWeapDelay: Byte; // frames (unused)
FBFGFireCounter: SmallInt;
function GetRespawnPoint(): Byte;
procedure PressKey(Key: Byte; Time: Word = 1);
procedure ReleaseKeys();
function GetRespawnPoint(): Byte;
procedure PressKey(Key: Byte; Time: Word = 1);
procedure ReleaseKeys();
+ procedure ReleaseKeysNoWeapon();
procedure SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
procedure SetWeapon(W: Byte);
procedure SetModel(ModelName: String);
procedure SetColor(Color: TRGB);
procedure SetWeapon(W: Byte);
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;
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 NetForceWeap: Byte read FNetForceWeap write FNetForceWeap;
+ property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx;
+ //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx;
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;
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;
gPlayers[a].FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
gPlayers[a].FCurrWeap := utils.readByte(st);
gPlayers[a].FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
gPlayers[a].FCurrWeap := utils.readByte(st);
+ //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap;
// Ñëåäóþùåå æåëàåìîå îðóæèå
gPlayers[a].FNextWeap := utils.readWord(st);
// ...è ïàóçà
// Ñëåäóþùåå æåëàåìîå îðóæèå
gPlayers[a].FNextWeap := utils.readWord(st);
// ...è ïàóçà
if gPlayers[i] is TPlayer then
begin
gPlayers[i].Update();
if gPlayers[i] is TPlayer then
begin
gPlayers[i].Update();
- gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
+ if (not gPlayers[i].alive) then gPlayers[i].NetForceWeapFIdx := 0; // just in case
+ //if g_Game_IsClient or not g_Game_IsNet then
+ begin
+ gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`!
+ end;
end
else
begin
end
else
begin
FJustTeleported := False;
FNetTime := 0;
FJustTeleported := False;
FNetTime := 0;
+ //FNetForceWeap := FCurrWeap;
+ FNetForceWeapFIdx := 0;
+ //FCurrFrameIdx := 0;
+
resetWeaponQueue();
releaseAllWeaponSwitchKeys();
end;
resetWeaponQueue();
releaseAllWeaponSwitchKeys();
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;
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
procedure TPlayer.QueueWeaponSwitch(Weapon: Byte);
begin
- if g_Game_IsClient then Exit;
+ //if g_Game_IsClient then Exit;
if Weapon > High(FWeapon) then Exit;
FNextWeap := FNextWeap or (1 shl Weapon);
end;
if Weapon > High(FWeapon) then Exit;
FNextWeap := FNextWeap or (1 shl Weapon);
end;
if FWeapon[nw] then
begin
if FWeapon[nw] then
begin
+ //k8: emulate this on client immediately, or wait for server confirmation?
+ {
+ if g_Game_IsClient then
+ begin
+ FNetForceWeap := nw;
+ //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames
+ FNetForceWeapFIdx := gTime+5; // force for ~5 frames
+ writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime);
+ end;
+ }
+ FNetForceWeapFIdx := gTime+5; // force for ~5 frames
FCurrWeap := nw;
FCurrWeap := nw;
+ if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
+ FModel.SetWeapon(nw);
FTime[T_SWITCH] := gTime+156;
FTime[T_SWITCH] := gTime+156;
- if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
- FModel.SetWeapon(FCurrWeap);
if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
if g_Game_IsNet then MH_SEND_PlayerStats(FUID);
+ //if g_Game_IsNet and g_Game_IsClient then
end;
end;
procedure TPlayer.NextWeapon();
begin
end;
end;
procedure TPlayer.NextWeapon();
begin
- if g_Game_IsClient then Exit;
+ //if g_Game_IsClient then Exit;
FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
FNextWeap := $8000;
end;
procedure TPlayer.PrevWeapon();
begin
- if g_Game_IsClient then Exit;
+ //if g_Game_IsClient then Exit;
FNextWeap := $4000;
end;
FNextWeap := $4000;
end;
+// used by network layer
procedure TPlayer.SetWeapon(W: Byte);
begin
if FCurrWeap <> W then
procedure TPlayer.SetWeapon(W: Byte);
begin
if FCurrWeap <> W then
- if W = WEAPON_SAW then
+ if (W = WEAPON_SAW) then
FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
FCurrWeap := W;
FModel.SetWeapon(CurrWeap);
FSawSoundSelect.PlayAt(FObj.X, FObj.Y);
FCurrWeap := W;
FModel.SetWeapon(CurrWeap);
- resetWeaponQueue();
+ //if g_Game_IsClient then resetWeaponQueue();
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
if allowBerserkSwitching then
begin
FCurrWeap := WEAPON_KASTET;
if allowBerserkSwitching then
begin
FCurrWeap := WEAPON_KASTET;
+ //FNetForceWeap := FCurrWeap;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
FMonsterKills := 0;
FDeath := 0;
FSecrets := 0;
+ //FCurrFrameIdx := 0;
+ //FNetForceWeap := FCurrWeap;
+ FNetForceWeapFIdx := 0;
if FNoRespawn then
begin
FSpectator := False;
if FNoRespawn then
begin
FSpectator := False;
FLastHit := 0;
FLastFrag := 0;
FComboEvnt := -1;
FLastHit := 0;
FLastFrag := 0;
FComboEvnt := -1;
+ FNetForceWeapFIdx := 0;
SetFlag(FLAG_NONE);
SetAction(A_STAND, True);
SetFlag(FLAG_NONE);
SetAction(A_STAND, True);
FShellTimer := -1;
FPain := 0;
FLastHit := 0;
FShellTimer := -1;
FPain := 0;
FLastHit := 0;
+ //FNetForceWeap := FCurrWeap;
+ FNetForceWeapFIdx := 0;
if not g_Game_IsServer then
Exit;
if not g_Game_IsServer then
Exit;
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
FCurrWeap := WEAPON_PISTOL;
FWeapon[WEAPON_PISTOL] := True;
FWeapon[WEAPON_KASTET] := True;
FCurrWeap := WEAPON_PISTOL;
+ //FNetForceWeap := FCurrWeap;
resetWeaponQueue();
FModel.SetWeapon(FCurrWeap);
resetWeaponQueue();
FModel.SetWeapon(FCurrWeap);
if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
gPlayer2 := self;
if (gPlayer2 = nil) and (gLMSPID2 = FUID) then
gPlayer2 := self;
+ //FNetForceWeap := FCurrWeap;
+
if g_Game_IsNet then
begin
MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
if g_Game_IsNet then
begin
MH_SEND_PlayerPos(True, FUID, NET_EVERYONE);
AnyServer: Boolean;
SetSpect: Boolean;
begin
AnyServer: Boolean;
SetSpect: Boolean;
begin
+ //Inc(FCurrFrameIdx);
+
NetServer := g_Game_IsNet and g_Game_IsServer;
AnyServer := g_Game_IsServer;
NetServer := g_Game_IsNet and g_Game_IsServer;
AnyServer := g_Game_IsServer;
DoLerp(4);
if NetServer then
DoLerp(4);
if NetServer then
+ begin
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
FPing := 0;
FLoss := 0;
end;
FPing := 0;
FLoss := 0;
end;
+ end;
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
end;
// no need to do that each second frame, weapon queue will take care of it
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 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 gTime mod (GAME_TICK*2) <> 0 then
begin
end;
end;
end;
end;
+procedure TPlayer.ReleaseKeysNoWeapon();
+var
+ a: Integer;
+begin
+ for a := Low(FKeys) to High(FKeys) do
+ begin
+ if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue;
+ FKeys[a].Pressed := False;
+ FKeys[a].Time := 0;
+ end;
+end;
+
procedure TPlayer.OnDamage(Angle: SmallInt);
begin
end;
procedure TPlayer.OnDamage(Angle: SmallInt);
begin
end;
FAir := FSavedState.Air;
FJetFuel := FSavedState.JetFuel;
FCurrWeap := FSavedState.CurrWeap;
FAir := FSavedState.Air;
FJetFuel := FSavedState.JetFuel;
FCurrWeap := FSavedState.CurrWeap;
+ //FNetForceWeap := FCurrWeap;
FNextWeap := FSavedState.NextWeap;
FNextWeapDelay := FSavedState.NextWeapDelay;
FNextWeap := FSavedState.NextWeap;
FNextWeapDelay := FSavedState.NextWeapDelay;
FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
FCurrWeap := utils.readByte(st);
FSecrets := utils.readLongInt(st);
// Òåêóùåå îðóæèå
FCurrWeap := utils.readByte(st);
+ //FNetForceWeap := FCurrWeap;
// Æåëàåìîå îðóæèå
FNextWeap := utils.readWord(st);
// ...è ïàóçà
// Æåëàåìîå îðóæèå
FNextWeap := utils.readWord(st);
// ...è ïàóçà
if FBFGFireCounter < 1 then
begin
FCurrWeap := WEAPON_KASTET;
if FBFGFireCounter < 1 then
begin
FCurrWeap := WEAPON_KASTET;
+ //FNetForceWeap := FCurrWeap;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
resetWeaponQueue();
FModel.SetWeapon(WEAPON_KASTET);
end;
end;
end;
end;
end;
- //HACK! (does it belongs there?)
+ //HACK! (does it belong there?)
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè:
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè: