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more flamer shit again
[d2df-sdl.git]
/
src
/
game
/
g_weapons.pas
diff --git
a/src/game/g_weapons.pas
b/src/game/g_weapons.pas
index 47de7ab9088588dea8be92a898179ae7c33bc7d5..2e2521b72f9956912574ac8a2eba69f71fe2ede4 100644
(file)
--- a/
src/game/g_weapons.pas
+++ b/
src/game/g_weapons.pas
@@
-143,7
+143,7
@@
const
SHOT_FLAME_WIDTH = 4;
SHOT_FLAME_HEIGHT = 4;
SHOT_FLAME_WIDTH = 4;
SHOT_FLAME_HEIGHT = 4;
- SHOT_FLAME_LIFETIME =
36
0;
+ SHOT_FLAME_LIFETIME =
18
0;
SHOT_SIGNATURE = $544F4853; // 'SHOT'
SHOT_SIGNATURE = $544F4853; // 'SHOT'
@@
-358,7
+358,7
@@
begin
else
Result := True;
if t = HIT_FLAME then
else
Result := True;
if t = HIT_FLAME then
- m.CatchFire();
+ m.CatchFire(
SpawnerUID
);
end
else
Result := True;
end
else
Result := True;
@@
-377,7
+377,7
@@
begin
if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
p.Damage(d, SpawnerUID, vx, vy, t);
if (t = HIT_FLAME) then
if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
p.Damage(d, SpawnerUID, vx, vy, t);
if (t = HIT_FLAME) then
- p.CatchFire();
+ p.CatchFire(
SpawnerUID
);
end;
Result := True;
end;
Result := True;
@@
-553,6
+553,7
@@
begin
ShotType := WEAPON_FLAMETHROWER;
Animation := nil;
TextureID := 0;
ShotType := WEAPON_FLAMETHROWER;
Animation := nil;
TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
Stopped := 0;
end;
end;
Stopped := 0;
end;
end;
@@
-684,10
+685,13
@@
begin
Shots[i].Obj.Accel.Y := 0;
if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then
Shots[i].Timeout := 900 // ~25 sec
Shots[i].Obj.Accel.Y := 0;
if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then
Shots[i].Timeout := 900 // ~25 sec
- else if Shots[i].ShotType = WEAPON_FLAMETHROWER then
- Shots[i].Timeout := SHOT_FLAME_LIFETIME
- else
- Shots[i].Timeout := 550 // ~15 sec
+ else
+ begin
+ if Shots[i].ShotType = WEAPON_FLAMETHROWER then
+ Shots[i].Timeout := SHOT_FLAME_LIFETIME
+ else
+ Shots[i].Timeout := 550; // ~15 sec
+ end;
end;
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
end;
function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte;
@@
-1249,11
+1253,12
@@
begin
dx := IfThen(xd > x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
dx := IfThen(xd > x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_ROCKETLAUNCHER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
Animation := nil;
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
Animation := nil;
triggers := nil;
- ShotType := WEAPON_ROCKETLAUNCHER;
g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
@@
-1287,10
+1292,11
@@
begin
dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
dx := -(Obj.Rect.Width div 2);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_SKEL_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12);
triggers := nil;
- ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
Animation := TAnimation.Create(FramesID, True, 5);
target := TargetUID;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
Animation := TAnimation.Create(FramesID, True, 5);
@@
-1326,10
+1332,11
@@
begin
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_PLASMA;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_PLASMA;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
Animation := TAnimation.Create(FramesID, True, 5);
end;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
Animation := TAnimation.Create(FramesID, True, 5);
end;
@@
-1364,12
+1371,14
@@
begin
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_FLAMETHROWER;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_FLAMETHROWER;
Animation := nil;
TextureID := 0;
Animation := nil;
TextureID := 0;
+ g_Frames_Get(TextureID, 'FRAMES_FLAME');
Stopped := 0;
end;
Stopped := 0;
end;
@@
-1403,10
+1412,11
@@
begin
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_IMP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_IMP_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
@@
-1441,10
+1451,11
@@
begin
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_CACO_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_CACO_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
@@
-1479,10
+1490,11
@@
begin
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BARON_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BARON_FIRE;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
@@
-1517,10
+1529,12
@@
begin
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BSP_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BSP_FIRE;
+
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
@@
-1555,10
+1569,12
@@
begin
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_MANCUB_FIRE;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_MANCUB_FIRE;
+
g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
Animation := TAnimation.Create(FramesID, True, 4);
end;
@@
-1593,10
+1609,11
@@
begin
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
dx := IfThen(xd>x, -Obj.Rect.Width, 0);
dy := -(Obj.Rect.Height div 2);
+
+ ShotType := WEAPON_BFG;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16);
triggers := nil;
- ShotType := WEAPON_BFG;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
Animation := TAnimation.Create(FramesID, True, 6);
end;
g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
Animation := TAnimation.Create(FramesID, True, 6);
end;
@@
-1682,7
+1699,7
@@
end;
procedure g_Weapon_Update();
var
procedure g_Weapon_Update();
var
- i, a, h, cx, cy, oldvx, oldvy: Integer;
+ i, a, h, cx, cy, oldvx, oldvy
, tf
: Integer;
_id: DWORD;
Anim: TAnimation;
t: DWArray;
_id: DWORD;
Anim: TAnimation;
t: DWArray;
@@
-1918,7
+1935,7
@@
begin
Stopped := MOVE_HITCEIL;
end;
Stopped := MOVE_HITCEIL;
end;
- a := IfThen(Stopped = 0,
5
, 1);
+ a := IfThen(Stopped = 0,
3
, 1);
// Åñëè â êîãî-òî ïîïàëè
if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
begin
// Åñëè â êîãî-òî ïîïàëè
if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then
begin
@@
-1928,9
+1945,14
@@
begin
ShotType := 0;
end;
ShotType := 0;
end;
- if g_Frames_Get(_id, 'FRAMES_FLAME') then
+ if Stopped = 0 then
+ tf := 2
+ else
+ tf := 3;
+
+ if (gTime mod tf = 0) then
begin
begin
- Anim := TAnimation.Create(
_id
, False, 2 + Random(2));
+ Anim := TAnimation.Create(
TextureID
, False, 2 + Random(2));
Anim.Alpha := 0;
case Stopped of
0: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
Anim.Alpha := 0;
case Stopped of
0: g_GFX_OnceAnim(cx-4+Random(8)-(Anim.Width div 2),
@@
-2109,7
+2131,7
@@
begin
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE)
- else
+ else
if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;
e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
end;
DEADSOFTWARE 2012-2025