diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index f92af351077aaa34fee47dc16dbb0d6eb9a1056f..7d660aa599c1af3773962ac430b7a713f1dc8dce 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
goodsnd: array[0..3] of TPlayableSound;
killsnd: array[0..3] of TPlayableSound;
hahasnd: array[0..2] of TPlayableSound;
+ sound_get_flag: array[0..1] of TPlayableSound;
+ sound_lost_flag: array[0..1] of TPlayableSound;
+ sound_ret_flag: array[0..1] of TPlayableSound;
+ sound_cap_flag: array[0..1] of TPlayableSound;
gBodyKillEvent: Integer = -1;
gDefInterTime: ShortInt = -1;
gInterEndTime: LongWord = 0;
result := false;
end;
-function isOneKeyPressed (key1: Word): Boolean;
-begin
- if (key1 <> 0) and e_KeyPressed(key1) then begin result := true; exit; end;
- result := false;
-end;
-
procedure processPlayerControls (plr: TPlayer; var ctrl: TPlayerControl; var MoveButton: Byte; p2hack: Boolean=false);
var
time: Word;
// fix movebutton state
MoveButton := MoveButton or (strafeDir shl 4);
- plr.weaponSwitchKeysStateChange(-1, isKeyPressed(KeyNextWeapon, KeyNextWeapon2));
- plr.weaponSwitchKeysStateChange(-2, isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2));
-
// Îñòàëüíûå êëàâèøè:
if isKeyPressed(KeyJump, KeyJump2) then plr.PressKey(KEY_JUMP, time);
if isKeyPressed(KeyUp, KeyUp2) then plr.PressKey(KEY_UP, time);
if isKeyPressed(KeyDown, KeyDown2) then plr.PressKey(KEY_DOWN, time);
if isKeyPressed(KeyFire, KeyFire2) then plr.PressKey(KEY_FIRE);
- if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and plr.isWeaponSwitchKeyReleased(-1) then plr.PressKey(KEY_NEXTWEAPON);
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and plr.isWeaponSwitchKeyReleased(-2) then plr.PressKey(KEY_PREVWEAPON);
+ if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then plr.PressKey(KEY_NEXTWEAPON);
+ if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then plr.PressKey(KEY_PREVWEAPON);
if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN);
for i := 0 to High(KeyWeapon) do
- begin
if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then
- begin
- plr.weaponSwitchKeysStateChange(i, true);
- if plr.isWeaponSwitchKeyReleased(i) then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
- end
- else
- begin
- plr.weaponSwitchKeysStateChange(i, false);
- end;
- end;
+ plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
end;
- plr.weaponSwitchKeysShiftNewStates();
-
// HACK: add dynlight here
if gwin_k8_enable_light_experiments then
begin
g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_B_DROP');
g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD+':TEXTURES\TALKBUBBLE');
g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD+':TEXTURES\PENTA');
+ g_Texture_CreateWADEx('TEXTURE_PLAYER_INDICATOR', GameWAD+':TEXTURES\PLRIND');
hasPBarGfx := true;
if not g_Texture_CreateWADEx('UI_GFX_PBAR_LEFT', GameWAD+':TEXTURES\LLEFT') then hasPBarGfx := false;
g_Sound_CreateWADEx('SOUND_GAME_BULK2', GameWAD+':SOUNDS\BULK2');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE1', GameWAD+':SOUNDS\BUBBLE1');
g_Sound_CreateWADEx('SOUND_GAME_BUBBLE2', GameWAD+':SOUNDS\BUBBLE2');
+ g_Sound_CreateWADEx('SOUND_GAME_BURNING', GameWAD+':SOUNDS\BURNING');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH1', GameWAD+':SOUNDS\SWITCH1');
g_Sound_CreateWADEx('SOUND_GAME_SWITCH0', GameWAD+':SOUNDS\SWITCH0');
g_Sound_CreateWADEx('SOUND_GAME_RADIO', GameWAD+':SOUNDS\RADIO');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA1', GameWAD+':SOUNDS\MUHAHA1');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA2', GameWAD+':SOUNDS\MUHAHA2');
g_Sound_CreateWADEx('SOUND_ANNOUNCER_MUHAHA3', GameWAD+':SOUNDS\MUHAHA3');
+ g_Sound_CreateWADEx('SOUND_CTF_GET1', GameWAD+':SOUNDS\GETFLAG1');
+ g_Sound_CreateWADEx('SOUND_CTF_GET2', GameWAD+':SOUNDS\GETFLAG2');
+ g_Sound_CreateWADEx('SOUND_CTF_LOST1', GameWAD+':SOUNDS\LOSTFLG1');
+ g_Sound_CreateWADEx('SOUND_CTF_LOST2', GameWAD+':SOUNDS\LOSTFLG2');
+ g_Sound_CreateWADEx('SOUND_CTF_RETURN1', GameWAD+':SOUNDS\RETFLAG1');
+ g_Sound_CreateWADEx('SOUND_CTF_RETURN2', GameWAD+':SOUNDS\RETFLAG2');
+ g_Sound_CreateWADEx('SOUND_CTF_CAPTURE1', GameWAD+':SOUNDS\CAPFLAG1');
+ g_Sound_CreateWADEx('SOUND_CTF_CAPTURE2', GameWAD+':SOUNDS\CAPFLAG2');
goodsnd[0] := TPlayableSound.Create();
goodsnd[1] := TPlayableSound.Create();
hahasnd[1].SetByName('SOUND_ANNOUNCER_MUHAHA2');
hahasnd[2].SetByName('SOUND_ANNOUNCER_MUHAHA3');
+ sound_get_flag[0] := TPlayableSound.Create();
+ sound_get_flag[1] := TPlayableSound.Create();
+ sound_lost_flag[0] := TPlayableSound.Create();
+ sound_lost_flag[1] := TPlayableSound.Create();
+ sound_ret_flag[0] := TPlayableSound.Create();
+ sound_ret_flag[1] := TPlayableSound.Create();
+ sound_cap_flag[0] := TPlayableSound.Create();
+ sound_cap_flag[1] := TPlayableSound.Create();
+
+ sound_get_flag[0].SetByName('SOUND_CTF_GET1');
+ sound_get_flag[1].SetByName('SOUND_CTF_GET2');
+ sound_lost_flag[0].SetByName('SOUND_CTF_LOST1');
+ sound_lost_flag[1].SetByName('SOUND_CTF_LOST2');
+ sound_ret_flag[0].SetByName('SOUND_CTF_RETURN1');
+ sound_ret_flag[1].SetByName('SOUND_CTF_RETURN2');
+ sound_cap_flag[0].SetByName('SOUND_CTF_CAPTURE1');
+ sound_cap_flag[1].SetByName('SOUND_CTF_CAPTURE2');
+
g_Game_LoadChatSounds(GameWAD+':CHATSND\SNDCFG');
g_Game_SetLoadingText(_lc[I_LOAD_ITEMS_DATA], 0, False);
g_Sound_Delete('SOUND_GAME_BULK2');
g_Sound_Delete('SOUND_GAME_BUBBLE1');
g_Sound_Delete('SOUND_GAME_BUBBLE2');
+ g_Sound_Delete('SOUND_GAME_BURNING');
g_Sound_Delete('SOUND_GAME_SWITCH1');
g_Sound_Delete('SOUND_GAME_SWITCH0');
g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA2');
g_Sound_Delete('SOUND_ANNOUNCER_MUHAHA3');
+ sound_get_flag[0].Free();
+ sound_get_flag[1].Free();
+ sound_lost_flag[0].Free();
+ sound_lost_flag[1].Free();
+ sound_ret_flag[0].Free();
+ sound_ret_flag[1].Free();
+ sound_cap_flag[0].Free();
+ sound_cap_flag[1].Free();
+
+ g_Sound_Delete('SOUND_CTF_GET1');
+ g_Sound_Delete('SOUND_CTF_GET2');
+ g_Sound_Delete('SOUND_CTF_LOST1');
+ g_Sound_Delete('SOUND_CTF_LOST2');
+ g_Sound_Delete('SOUND_CTF_RETURN1');
+ g_Sound_Delete('SOUND_CTF_RETURN2');
+ g_Sound_Delete('SOUND_CTF_CAPTURE1');
+ g_Sound_Delete('SOUND_CTF_CAPTURE2');
+
g_Game_FreeChatSounds();
DataLoaded := False;
aY2 := aY + aY2 - 1;
case LiftType of
- 0: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0);
- 1: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0);
- 2: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0);
- 3: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0);
+ LIFTTYPE_UP: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0);
+ LIFTTYPE_DOWN: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0);
+ LIFTTYPE_LEFT: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0);
+ LIFTTYPE_RIGHT: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0);
end;
end;
end;
renderMapInternal(-c, -d, true);
+ if (gGameSettings.GameMode <> GM_SINGLE) and gPlayerIndicator then
+ p.DrawIndicator();
if p.FSpectator then
e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4,
p.GameY + PLAYER_RECT_CY - 4,