diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index f0fe29114071a4c6b9f5ce2f9b64ec678d387e77..ce840d000dea95b1b2612266c5f6359338c90633 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
uses
SysUtils, Classes, mempool,
uses
SysUtils, Classes, mempool,
- g_textures, g_basic, e_graphics, g_phys, xprofiler;
+ g_textures, g_basic, g_phys, xprofiler;
type
type
SpawnerUID: Word;
Triggers: DWArray;
Obj: TObj;
SpawnerUID: Word;
Triggers: DWArray;
Obj: TObj;
- Animation: TAnimation;
- TextureID: DWORD;
+ Animation: TAnimationState;
Timeout: DWORD;
Stopped: Byte;
Timeout: DWORD;
Stopped: Byte;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
procedure g_Weapon_PreUpdate();
procedure g_Weapon_Update();
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_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
WP_FIRST = WEAPON_KASTET;
WP_LAST = WEAPON_FLAMETHROWER;
WP_FIRST = WEAPON_KASTET;
WP_LAST = WEAPON_FLAMETHROWER;
-
var
gwep_debug_fast_trace: Boolean = true;
var
gwep_debug_fast_trace: Boolean = true;
implementation
uses
implementation
uses
- Math, g_map, g_player, g_gfx, g_sound, g_main, g_panel,
+ Math, g_map, g_player, g_gfx, g_sound, g_panel,
g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
g_console, g_options, g_game,
g_triggers, MAPDEF, e_log, g_monsters, g_saveload,
g_language, g_netmsg, g_grid,
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
var
find_id: DWord;
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
var
find_id: DWord;
- FramesID: DWORD = 0;
begin
if I < 0 then
find_id := FindShot()
begin
if I < 0 then
find_id := FindShot()
Animation := nil;
Triggers := nil;
ShotType := WEAPON_ROCKETLAUNCHER;
Animation := nil;
Triggers := nil;
ShotType := WEAPON_ROCKETLAUNCHER;
- g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_PLASMA;
Triggers := nil;
ShotType := WEAPON_PLASMA;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
- Animation := TAnimation.Create(FramesID, True, 5);
+ Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_BFG;
Triggers := nil;
ShotType := WEAPON_BFG;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
- Animation := TAnimation.Create(FramesID, True, 6);
+ Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_FLAMETHROWER;
Triggers := nil;
ShotType := WEAPON_FLAMETHROWER;
- Animation := nil;
- TextureID := 0;
- g_Frames_Get(TextureID, 'FRAMES_FLAME');
+ // Animation := TAnimationState.Create(True, 6, 0); // drawed as gfx
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_IMP_FIRE;
Triggers := nil;
ShotType := WEAPON_IMP_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_CACO_FIRE;
Triggers := nil;
ShotType := WEAPON_CACO_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_MANCUB_FIRE;
Triggers := nil;
ShotType := WEAPON_MANCUB_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_BARON_FIRE;
Triggers := nil;
ShotType := WEAPON_BARON_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_BSP_FIRE;
Triggers := nil;
ShotType := WEAPON_BSP_FIRE;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
Triggers := nil;
ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
Triggers := nil;
ShotType := WEAPON_SKEL_FIRE;
target := TargetUID;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
- Animation := TAnimation.Create(FramesID, True, 5);
+ Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
end;
end;
end;
end;
end;
end;
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL1', GameWAD+':SOUNDS\SHELL1');
g_Sound_CreateWADEx('SOUND_PLAYER_SHELL2', GameWAD+':SOUNDS\SHELL2');
- g_Texture_CreateWADEx('TEXTURE_WEAPON_ROCKET', GameWAD+':TEXTURES\BROCKET');
- g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_SKELFIRE', GameWAD+':TEXTURES\BSKELFIRE', 64, 16, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BFG', GameWAD+':TEXTURES\BBFG', 64, 64, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_PLASMA', GameWAD+':TEXTURES\BPLASMA', 16, 16, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_IMPFIRE', GameWAD+':TEXTURES\BIMPFIRE', 16, 16, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BSPFIRE', GameWAD+':TEXTURES\BBSPFIRE', 16, 16, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_CACOFIRE', GameWAD+':TEXTURES\BCACOFIRE', 16, 16, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_BARONFIRE', GameWAD+':TEXTURES\BBARONFIRE', 64, 16, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_WEAPON_MANCUBFIRE', GameWAD+':TEXTURES\BMANCUBFIRE', 64, 32, 2);
- g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_ROCKET', GameWAD+':TEXTURES\EROCKET', 128, 128, 6);
- g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_SKELFIRE', GameWAD+':TEXTURES\ESKELFIRE', 64, 64, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BFG', GameWAD+':TEXTURES\EBFG', 128, 128, 6);
- g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD+':TEXTURES\EIMPFIRE', 64, 64, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD+':TEXTURES\BFGHIT', 64, 64, 4);
- g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD+':TEXTURES\FIRE', 64, 128, 8);
- g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD+':TEXTURES\FLAME', 32, 32, 11);
- g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD+':TEXTURES\EPLASMA', 32, 32, 4, True);
- g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD+':TEXTURES\EBSPFIRE', 32, 32, 5);
- g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD+':TEXTURES\ECACOFIRE', 64, 64, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BARONFIRE', GameWAD+':TEXTURES\EBARONFIRE', 64, 64, 3);
- g_Frames_CreateWAD(nil, 'FRAMES_SMOKE', GameWAD+':TEXTURES\SMOKE', 32, 32, 10, False);
-
- g_Texture_CreateWADEx('TEXTURE_SHELL_BULLET', GameWAD+':TEXTURES\EBULLET');
- g_Texture_CreateWADEx('TEXTURE_SHELL_SHELL', GameWAD+':TEXTURES\ESHELL');
-
//wgunMonHash := hashNewIntInt();
wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
//wgunMonHash := hashNewIntInt();
wgunHitHeap := TBinaryHeapHitTimes.Create();
end;
g_Sound_Delete('SOUND_PLAYER_CASING2');
g_Sound_Delete('SOUND_PLAYER_SHELL1');
g_Sound_Delete('SOUND_PLAYER_SHELL2');
g_Sound_Delete('SOUND_PLAYER_CASING2');
g_Sound_Delete('SOUND_PLAYER_SHELL1');
g_Sound_Delete('SOUND_PLAYER_SHELL2');
-
- g_Texture_Delete('TEXTURE_WEAPON_ROCKET');
- g_Frames_DeleteByName('FRAMES_WEAPON_BFG');
- g_Frames_DeleteByName('FRAMES_WEAPON_PLASMA');
- g_Frames_DeleteByName('FRAMES_WEAPON_IMPFIRE');
- g_Frames_DeleteByName('FRAMES_WEAPON_BSPFIRE');
- g_Frames_DeleteByName('FRAMES_WEAPON_CACOFIRE');
- g_Frames_DeleteByName('FRAMES_WEAPON_MANCUBFIRE');
- g_Frames_DeleteByName('FRAMES_EXPLODE_ROCKET');
- g_Frames_DeleteByName('FRAMES_EXPLODE_BFG');
- g_Frames_DeleteByName('FRAMES_EXPLODE_IMPFIRE');
- g_Frames_DeleteByName('FRAMES_BFGHIT');
- g_Frames_DeleteByName('FRAMES_FIRE');
- g_Frames_DeleteByName('FRAMES_EXPLODE_PLASMA');
- g_Frames_DeleteByName('FRAMES_EXPLODE_BSPFIRE');
- g_Frames_DeleteByName('FRAMES_EXPLODE_CACOFIRE');
- g_Frames_DeleteByName('FRAMES_SMOKE');
- g_Frames_DeleteByName('FRAMES_WEAPON_BARONFIRE');
- g_Frames_DeleteByName('FRAMES_EXPLODE_BARONFIRE');
end;
end;
Animation := nil;
triggers := nil;
Animation := nil;
triggers := nil;
- g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID);
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word;
WID: Integer = -1; Silent: Boolean = False);
var
procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word;
WID: Integer = -1; Silent: Boolean = False);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
triggers := nil;
target := TargetUID;
triggers := nil;
target := TargetUID;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE');
- Animation := TAnimation.Create(FramesID, True, 5);
+ Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
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;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA');
- Animation := TAnimation.Create(FramesID, True, 5);
+ Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
triggers := nil;
Animation := nil;
triggers := nil;
Animation := nil;
- TextureID := 0;
- g_Frames_Get(TextureID, 'FRAMES_FLAME');
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
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;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
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;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
procedure g_Weapon_ball7(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
begin
g_Obj_Init(@Obj);
begin
g_Obj_Init(@Obj);
- Obj.Rect.Width := 16;
+ Obj.Rect.Width := 32;
Obj.Rect.Height := 16;
if compat then
Obj.Rect.Height := 16;
if compat then
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;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
triggers := nil;
triggers := nil;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
procedure g_Weapon_manfire(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
triggers := nil;
triggers := nil;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE');
- Animation := TAnimation.Create(FramesID, True, 4);
+ Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
procedure g_Weapon_bfgshot(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1;
Silent: Boolean = False; compat: Boolean = true);
var
- find_id, FramesID: DWORD;
+ find_id: DWORD;
dx, dy: Integer;
begin
if WID < 0 then
dx, dy: Integer;
begin
if WID < 0 then
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;
- g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG');
- Animation := TAnimation.Create(FramesID, True, 6);
+ Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
Shots[find_id].SpawnerUID := SpawnerUID;
end;
procedure g_Weapon_bfghit(x, y: Integer);
end;
procedure g_Weapon_bfghit(x, y: Integer);
-var
- ID: DWORD;
- Anim: TAnimation;
begin
begin
- if g_Frames_Get(ID, 'FRAMES_BFGHIT') then
- begin
- Anim := TAnimation.Create(ID, False, 4);
- g_GFX_OnceAnim(x-32, y-32, Anim);
- Anim.Free();
- end;
+ g_GFX_QueueEffect(R_GFX_BFG_HIT, x - 32, y - 32);
end;
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
end;
procedure g_Weapon_pistol(x, y, xd, yd: Integer; SpawnerUID: Word;
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;
- _id: DWORD;
- Anim: TAnimation;
t: DWArray;
st: Word;
t: DWArray;
st: Word;
- s: String;
o: TObj;
spl: Boolean;
Loud: Boolean;
o: TObj;
spl: Boolean;
Loud: Boolean;
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
end
then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', cx, cy)
else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', cx, cy);
end
- else if g_Frames_Get(_id, 'FRAMES_SMOKE') then
+ else
begin
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();
+ g_GFX_QueueEffect(R_GFX_SMOKE_TRANS, Obj.X-14+Random(9), cy-20+Random(9));
end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
end;
// Ïîïàëè â êîãî-òî èëè â ñòåíó:
if ShotType = WEAPON_SKEL_FIRE then
begin // Âçðûâ ñíàðÿäà Ñêåëåòà
if ShotType = WEAPON_SKEL_FIRE then
begin // Âçðûâ ñíàðÿäà Ñêåëåòà
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
- begin
- Anim := TAnimation.Create(TextureID, False, 8);
- Anim.Blending := False;
- g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim);
- g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
- Anim.Free();
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, Obj.X + 32 - 58, Obj.Y + 8 - 36);
+ g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0);
end
else
begin // Âçðûâ Ðàêåòû
end
else
begin // Âçðûâ Ðàêåòû
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
- Anim.Free();
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ g_DynLightExplosion(cx, cy, 64, 1, 0, 0);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
(Timeout < 1) then
begin
if ShotType = WEAPON_PLASMA then
(Timeout < 1) then
begin
if ShotType = WEAPON_PLASMA then
- s := 'FRAMES_EXPLODE_PLASMA'
+ g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
else
else
- s := 'FRAMES_EXPLODE_BSPFIRE';
-
- // Âçðûâ Ïëàçìû:
- if g_Frames_Get(TextureID, s) then
- begin
- Anim := TAnimation.Create(TextureID, False, 3);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-16, cy-16, Anim);
- Anim.Free();
- g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
- end;
-
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
+ g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
begin
if WordBool(st and MOVE_HITWATER) then
begin
begin
if WordBool(st and MOVE_HITWATER) then
begin
- if g_Frames_Get(_id, 'FRAMES_SMOKE') then
- begin
- Anim := TAnimation.Create(_id, False, 3);
- Anim.Alpha := 0;
- tcx := Random(8);
- tcy := Random(8);
- g_GFX_OnceAnim(cx-4+tcx-(Anim.Width div 2),
- cy-4+tcy-(Anim.Height div 2),
- Anim, ONCEANIM_SMOKE);
- Anim.Free();
- end;
+ tcx := Random(8);
+ tcy := Random(8);
+ g_GFX_QueueEffect(R_GFX_SMOKE, cx-4+tcx-(R_GFX_SMOKE_WIDTH div 2), cy-4+tcy-(R_GFX_SMOKE_HEIGHT div 2));
end
else
begin
end
else
begin
if (gTime mod LongWord(tf) = 0) then
begin
if (gTime mod LongWord(tf) = 0) then
begin
- Anim := TAnimation.Create(TextureID, False, 2 + Random(2));
- Anim.Alpha := 0;
case Stopped of
MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
end;
case Stopped of
MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end;
MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end;
MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end;
else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end;
end;
- g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE);
- Anim.Free();
+ g_GFX_QueueEffect(R_GFX_FLAME_RAND, tcx - (R_GFX_FLAME_WIDTH div 2), tcy - (R_GFX_FLAME_HEIGHT div 2));
//g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
end;
end;
//g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3);
end;
end;
begin
// Ëó÷è BFG:
if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
begin
// Ëó÷è BFG:
if g_Game_IsServer then g_Weapon_BFG9000(cx, cy, SpawnerUID);
-
- // Âçðûâ BFG:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
- end;
-
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
+ g_DynLightExplosion(cx, cy, 96, 0, 1, 0);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
(Timeout < 1) then
begin
(g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_SOME) <> 0) or
(Timeout < 1) then
begin
- if ShotType = WEAPON_IMP_FIRE then
- s := 'FRAMES_EXPLODE_IMPFIRE'
- else
- if ShotType = WEAPON_CACO_FIRE then
- s := 'FRAMES_EXPLODE_CACOFIRE'
- else
- s := 'FRAMES_EXPLODE_BARONFIRE';
-
- // Âçðûâ:
- if g_Frames_Get(TextureID, s) then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-32, cy-32, Anim);
- Anim.Free();
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
end;
end;
-
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
(Timeout < 1) then
begin
// Âçðûâ:
(Timeout < 1) then
begin
// Âçðûâ:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- end;
-
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
-
ShotType := 0;
end;
end;
ShotType := 0;
end;
end;
end;
end;
end;
end;
-procedure g_Weapon_Draw();
-var
- i, fX, fY: Integer;
- a: SmallInt;
- p: TDFPoint;
-begin
- if Shots = nil then
- Exit;
-
- for i := 0 to High(Shots) do
- if Shots[i].ShotType <> 0 then
- with Shots[i] do
- begin
- if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or
- (Shots[i].ShotType = WEAPON_BARON_FIRE) or
- (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
- (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- a := -GetAngle2(Obj.Vel.X, Obj.Vel.Y)
- else
- a := 0;
-
- Obj.lerp(gLerpFactor, fX, fY);
- 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
- (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or
- (Shots[i].ShotType = WEAPON_SKEL_FIRE) then
- Animation.DrawEx(fX, fY, TMirrorType.None, p, a)
- else
- Animation.Draw(fX, fY, TMirrorType.None);
- end
- else if TextureID <> 0 then
- begin
- if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then
- e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None)
- else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then
- e_Draw(TextureID, fX, fY, 0, True, False);
- end;
-
- if g_debug_Frames then
- begin
- e_DrawQuad(Obj.X+Obj.Rect.X,
- Obj.Y+Obj.Rect.Y,
- Obj.X+Obj.Rect.X+Obj.Rect.Width-1,
- Obj.Y+Obj.Rect.Y+Obj.Rect.Height-1,
- 0, 255, 0);
- end;
- end;
-end;
-
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
var
a: Integer;
function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean;
var
a: Integer;
procedure g_Weapon_LoadState (st: TStream);
var
count, tc, i, j: Integer;
procedure g_Weapon_LoadState (st: TStream);
var
count, tc, i, j: Integer;
- dw: LongWord;
begin
if (st = nil) then exit;
begin
if (st = nil) then exit;
Shots[i].Stopped := utils.readByte(st);
// Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
Shots[i].Stopped := utils.readByte(st);
// Óñòàíîâêà òåêñòóðû èëè àíèìàöèè
- Shots[i].TextureID := DWORD(-1);
Shots[i].Animation := nil;
case Shots[i].ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE:
begin
Shots[i].Animation := nil;
case Shots[i].ShotType of
WEAPON_ROCKETLAUNCHER, WEAPON_SKEL_FIRE:
begin
- g_Texture_Get('TEXTURE_WEAPON_ROCKET', Shots[i].TextureID);
end;
WEAPON_PLASMA:
begin
end;
WEAPON_PLASMA:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_PLASMA');
- Shots[i].Animation := TAnimation.Create(dw, True, 5);
+ Shots[i].Animation := TAnimationState.Create(True, 5, 2); // !!! put values into table
end;
WEAPON_BFG:
begin
end;
WEAPON_BFG:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_BFG');
- Shots[i].Animation := TAnimation.Create(dw, True, 6);
+ Shots[i].Animation := TAnimationState.Create(True, 6, 2); // !!! put values into table
end;
WEAPON_IMP_FIRE:
begin
end;
WEAPON_IMP_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_IMPFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_BSP_FIRE:
begin
end;
WEAPON_BSP_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_BSPFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_CACO_FIRE:
begin
end;
WEAPON_CACO_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_CACOFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_BARON_FIRE:
begin
end;
WEAPON_BARON_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_BARONFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
WEAPON_MANCUB_FIRE:
begin
end;
WEAPON_MANCUB_FIRE:
begin
- g_Frames_Get(dw, 'FRAMES_WEAPON_MANCUBFIRE');
- Shots[i].Animation := TAnimation.Create(dw, True, 4);
+ Shots[i].Animation := TAnimationState.Create(True, 4, 2); // !!! put values into table
end;
end;
end;
end;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
end;
end;
end;
end;
procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True);
-var
- cx, cy: Integer;
- Anim: TAnimation;
- s: string;
+ var cx, cy: Integer;
begin
if Shots = nil then
Exit;
begin
if Shots = nil then
Exit;
if Loud then
begin
if ShotType = WEAPON_SKEL_FIRE then
if Loud then
begin
if ShotType = WEAPON_SKEL_FIRE then
- begin // Âçðûâ ñíàðÿäà Ñêåëåòà
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_SKELFIRE') then
- begin
- Anim := TAnimation.Create(TextureID, False, 8);
- Anim.Blending := False;
- g_GFX_OnceAnim((Obj.X+32)-32, (Obj.Y+8)-32, Anim);
- Anim.Free();
- end;
- end
+ g_GFX_QueueEffect(R_GFX_EXPLODE_SKELFIRE, (Obj.X + 32) - 32, (Obj.Y + 8) - 32)
else
else
- begin // Âçðûâ Ðàêåòû
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
- end;
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
end;
WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEROCKET', Obj.X, Obj.Y);
end;
end;
WEAPON_PLASMA, WEAPON_BSP_FIRE: // Ïëàçìà, ïëàçìà Àðàõíàòðîíà
begin
- if ShotType = WEAPON_PLASMA then
- s := 'FRAMES_EXPLODE_PLASMA'
- else
- s := 'FRAMES_EXPLODE_BSPFIRE';
-
- if g_Frames_Get(TextureID, s) and loud then
+ if loud then
begin
begin
- Anim := TAnimation.Create(TextureID, False, 3);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-16, cy-16, Anim);
- Anim.Free();
-
+ if ShotType = WEAPON_PLASMA then
+ g_GFX_QueueEffect(R_GFX_EXPLODE_PLASMA, cx - 16, cy - 16)
+ else
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BSPFIRE, cx - 16, cy - 16);
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y);
end;
end;
WEAPON_BFG: // BFG
begin
- // Âçðûâ BFG:
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_BFG') and Loud then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
-
- g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_BFG, cx - 64, cy - 64);
+ g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y);
end;
WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
begin
end;
WEAPON_IMP_FIRE, WEAPON_CACO_FIRE, WEAPON_BARON_FIRE: // Âûñòðåëû Áåñà, Êàêîäåìîíà Ðûöàðÿ/Áàðîíà àäà
begin
- if ShotType = WEAPON_IMP_FIRE then
- s := 'FRAMES_EXPLODE_IMPFIRE'
- else
- if ShotType = WEAPON_CACO_FIRE then
- s := 'FRAMES_EXPLODE_CACOFIRE'
- else
- s := 'FRAMES_EXPLODE_BARONFIRE';
-
- if g_Frames_Get(TextureID, s) and Loud then
+ if loud then
begin
begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-32, cy-32, Anim);
- Anim.Free();
-
+ case ShotType of
+ WEAPON_IMP_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_IMPFIRE, cx - 32, cy - 32);
+ WEAPON_CACO_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_CACOFIRE, cx - 32, cy - 32);
+ WEAPON_BARON_FIRE: g_GFX_QueueEffect(R_GFX_EXPLODE_BARONFIRE, cx - 32, cy - 32);
+ end;
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
begin
g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end;
WEAPON_MANCUB_FIRE: // Âûñòðåë Ìàíêóáóñà
begin
- if g_Frames_Get(TextureID, 'FRAMES_EXPLODE_ROCKET') and Loud then
- begin
- Anim := TAnimation.Create(TextureID, False, 6);
- Anim.Blending := False;
- g_GFX_OnceAnim(cx-64, cy-64, Anim);
- Anim.Free();
-
- g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
- end;
+ g_GFX_QueueEffect(R_GFX_EXPLODE_ROCKET, cx - 64, cy - 64);
+ g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBALL', Obj.X, Obj.Y);
end;
end; // case ShotType of...
end;
end; // case ShotType of...