diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 8a5e652d01bef9f729d7a78e50dabc837fcc5e4c..bb17a4138972d82f07ac7674dc966e543cec69d3 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * the Free Software Foundation, version 3 of the License ONLY.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
+procedure g_Weapon_PreUpdate();
procedure g_Weapon_Update();
procedure g_Weapon_Draw();
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
procedure g_Weapon_Update();
procedure g_Weapon_Draw();
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
Result := m.Damage(d, vx, vy, SpawnerUID, t)
else
if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then
Result := m.Damage(d, vx, vy, SpawnerUID, t)
else
- Result := True;
+ Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time
if t = HIT_FLAME then
m.CatchFire(SpawnerUID);
end
else
if t = HIT_FLAME then
m.CatchFire(SpawnerUID);
end
else
- Result := True;
+ Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time
end;
end;
end;
end;
end;
end;
+ Shots[find_id].Obj.oldX := X;
+ Shots[find_id].Obj.oldY := Y;
Shots[find_id].Obj.X := X;
Shots[find_id].Obj.Y := Y;
Shots[find_id].Obj.Vel.X := XV;
Shots[find_id].Obj.X := X;
Shots[find_id].Obj.Y := Y;
Shots[find_id].Obj.Vel.X := XV;
if a = 0 then
a := 1;
if a = 0 then
a := 1;
+ Shots[i].Obj.oldX := x;
+ Shots[i].Obj.oldY := y;
Shots[i].Obj.X := x;
Shots[i].Obj.Y := y;
Shots[i].Obj.Vel.X := (xd*s) div a;
Shots[i].Obj.X := x;
Shots[i].Obj.Y := y;
Shots[i].Obj.Vel.X := (xd*s) div a;
end;
end;
end;
end;
+procedure g_Weapon_PreUpdate();
+var
+ i: Integer;
+begin
+ if Shots = nil then Exit;
+ for i := 0 to High(Shots) do
+ if Shots[i].ShotType <> 0 then
+ begin
+ Shots[i].Obj.oldX := Shots[i].Obj.X;
+ Shots[i].Obj.oldY := Shots[i].Obj.Y;
+ end;
+end;
+
procedure g_Weapon_Update();
var
i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
procedure g_Weapon_Update();
var
i, a, h, cx, cy, oldvx, oldvy, tf: Integer;
Stopped := MOVE_HITCEIL;
end;
Stopped := MOVE_HITCEIL;
end;
- a := IfThen(Stopped = 0, 6, 1);
+ a := IfThen(Stopped = 0, 10, 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
procedure g_Weapon_Draw();
var
procedure g_Weapon_Draw();
var
- i: Integer;
+ i, fX, fY: Integer;
a: SmallInt;
p: TDFPoint;
begin
a: SmallInt;
p: TDFPoint;
begin
else
a := 0;
else
a := 0;
+ Obj.lerp(gLerpFactor, fX, fY);
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_BARON_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_SKEL_FIRE) then
if (Shots[i].ShotType = WEAPON_BARON_FIRE) or
(Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
(Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a)
+ Animation.DrawEx(fX, fY, TMirrorType.None, p, a)
else
else
- Animation.Draw(Obj.X, Obj.Y, TMirrorType.None);
+ Animation.Draw(fX, fY, TMirrorType.None);
end
else if TextureID <> 0 then
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
end
else if TextureID <> 0 then
begin
if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
- e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, TMirrorType.None)
+ e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None)
else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
- e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False);
+ e_Draw(TextureID, fX, fY, 0, True, False);
end;
if g_debug_Frames then
end;
if g_debug_Frames then