diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 8554e2264e3ecdc711a000b69b75f738c68c50c9..86a9de5e15a45b072a8da158d9d981e84cc77dac 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
begin
g_Weapon_gun(x, y, xd, yd, 1, 3, SpawnerUID, True);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then
begin
- g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False);
- g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ if ABS(x-xd) >= ABS(y-yd) then
+ begin
+ g_Weapon_gun(x, y+1, xd, yd+1, 1, 3, SpawnerUID, False);
+ g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ end
+ else
+ begin
+ g_Weapon_gun(x+1, y, xd+1, yd, 1, 3, SpawnerUID, False);
+ g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False);
+ end;
end;
end;
end;
end;
if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
(g_GetUIDType(SpawnerUID) = UID_PLAYER) then
begin
if (gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF]) and
(g_GetUIDType(SpawnerUID) = UID_PLAYER) then
begin
- g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False);
- g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ if ABS(x-xd) >= ABS(y-yd) then
+ begin
+ g_Weapon_gun(x, y+1, xd, yd+1, 1, 2, SpawnerUID, False);
+ g_Weapon_gun(x, y-1, xd, yd-1, 1, 2, SpawnerUID, False);
+ end
+ else
+ begin
+ g_Weapon_gun(x+1, y, xd+1, yd, 1, 2, SpawnerUID, False);
+ g_Weapon_gun(x-1, y, xd-1, yd, 1, 2, SpawnerUID, False);
+ end;
end;
end;
procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
end;
end;
procedure g_Weapon_shotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
- i, j: Integer;
+ i, j, k: Integer;
begin
if not Silent then
if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x, y);
for i := 0 to 9 do
begin
begin
if not Silent then
if gSoundEffectsDF then g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', x, y);
for i := 0 to 9 do
begin
- j := Random(17)-8; // -8 .. 8
- g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0);
+ j := 0; k := 0;
+ if ABS(x-xd) >= ABS(y-yd) then j := Random(17) - 8 else k := Random(17) - 8; // -8 .. 8
+ g_Weapon_gun(x+k, y+j, xd+k, yd+j, IfThen(i mod 2 <> 0, 1, 0), 3, SpawnerUID, i=0);
end;
end;
procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
end;
end;
procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word;
Silent: Boolean = False);
var
- a, i, j: Integer;
+ a, i, j, k: Integer;
begin
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x, y);
begin
if not Silent then
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', x, y);
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then a := 25 else a := 20;
for i := 0 to a do
begin
if gGameSettings.GameMode in [GM_DM, GM_TDM, GM_CTF] then a := 25 else a := 20;
for i := 0 to a do
begin
- j := Random(41)-20; // -20 .. 20
- g_Weapon_gun(x, y+j, xd, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
+ j := 0; k := 0;
+ if ABS(x-xd) >= ABS(y-yd) then j := Random(41) - 20 else k := Random(41) - 20; // -20 .. 20
+ g_Weapon_gun(x+k, y+j, xd+k, yd+j, IfThen(i mod 3 <> 0, 0, 1), 3, SpawnerUID, i=0);
end;
end;
end;
end;
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
// Â âîäå øëåéô - ïóçûðè, â âîçäóõå øëåéô - äûì:
if WordBool(st and MOVE_INWATER) then
- g_GFX_Bubbles(Obj.X+(Obj.Rect.Width div 2),
- Obj.Y+(Obj.Rect.Height div 2),
- 1+Random(3), 16, 16)
- else
- if g_Frames_Get(_id, 'FRAMES_SMOKE') then
- begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 150;
- g_GFX_OnceAnim(Obj.X-14+Random(9),
- Obj.Y+(Obj.Rect.Height div 2)-20+Random(9),
- Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ begin
+ g_Game_Effect_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ end
+ else if g_Frames_Get(_id, 'FRAMES_SMOKE') then
+ begin
+ Anim := TAnimation.Create(_id, False, 3);
+ Anim.Alpha := 150;
+ g_GFX_OnceAnim(Obj.X-14+Random(9), cy-20+Random(9),
+ Anim, ONCEANIM_SMOKE);
+ Anim.Free();
+ end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL)) or
end;
end
else
end;
end
else
- g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16);
+ g_Game_Effect_Bubbles(cx, cy, 1+Random(3), 16, 16);
+
ShotType := 0;
Continue;
end;
ShotType := 0;
Continue;
end;
p.X := Obj.Rect.Width div 2;
p.Y := Obj.Rect.Height div 2;
p.X := Obj.Rect.Width div 2;
p.Y := Obj.Rect.Height div 2;
+ if Shots[i].ShotType = WEAPON_BFG then
+ begin
+ DEC(fX, 6);
+ DEC(fY, 7);
+ end;
+
if Animation <> nil then
begin
if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
if Animation <> nil then
begin
if (Shots[i].ShotType = WEAPON_BARON_FIRE) or