diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index 6e825fe1215744d3b12123fc1045065e50d26a53..e84d82965bcc48850e4d971a28234fb4adbf7a18 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
NET_EV_LMS_DRAW = 16;
NET_EV_KILLCOMBO = 17;
NET_EV_PLAYER_TOUCH = 18;
+ NET_EV_SECRET = 19;
NET_VE_STARTED = 1;
NET_VE_PASSED = 2;
pl.Touch();
end;
+ NET_EV_SECRET:
+ begin
+ pl := g_Player_Get(EvNum);
+ if pl <> nil then
+ begin
+ g_Console_Add(Format(_lc[I_PLAYER_SECRET], [pl.Name]), True);
+ g_Sound_PlayEx('SOUND_GAME_SECRET');
+ end;
+ end;
+
end;
end;
g_Net_Client_Send(True, NET_CHAN_CHAT);
end;
-function isKeyPressed (key1: Word; key2: Word): Boolean;
-begin
- if (key1 <> 0) and e_KeyPressed(key1) then begin result := true; exit; end;
- if (key2 <> 0) and e_KeyPressed(key2) then begin result := true; exit; end;
- result := false;
-end;
-
procedure MC_SEND_PlayerPos();
var
kByte: Word;
Predict: Boolean;
strafeDir: Byte;
WeaponSelect: Word = 0;
- I: Integer;
begin
if not gGameOn then Exit;
if gPlayers = nil then Exit;
begin
strafeDir := P1MoveButton shr 4;
P1MoveButton := P1MoveButton and $0F;
- with gGameControls.P1Control do
+
+ if gPlayerAction[0, ACTION_MOVELEFT] and (not gPlayerAction[0, ACTION_MOVERIGHT]) then
+ P1MoveButton := 1
+ else if (not gPlayerAction[0, ACTION_MOVELEFT]) and gPlayerAction[0, ACTION_MOVERIGHT] then
+ P1MoveButton := 2
+ else if (not gPlayerAction[0, ACTION_MOVELEFT]) and (not gPlayerAction[0, ACTION_MOVERIGHT]) then
+ P1MoveButton := 0;
+
+ // strafing
+ if gPlayerAction[0, ACTION_STRAFE] then
+ begin
+ // new strafe mechanics
+ if (strafeDir = 0) then strafeDir := P1MoveButton; // start strafing
+ // now set direction according to strafe (reversed)
+ if (strafeDir = 2) then gPlayer1.SetDirection(TDirection.D_LEFT)
+ else if (strafeDir = 1) then gPlayer1.SetDirection(TDirection.D_RIGHT);
+ end
+ else
begin
- if isKeyPressed(KeyLeft, KeyLeft2) and (not isKeyPressed(KeyRight, KeyRight2)) then P1MoveButton := 1
- else if (not isKeyPressed(KeyLeft, KeyLeft2)) and isKeyPressed(KeyRight, KeyRight2) then P1MoveButton := 2
- else if (not isKeyPressed(KeyLeft, KeyLeft2)) and (not isKeyPressed(KeyRight, KeyRight2)) then P1MoveButton := 0;
+ if (P1MoveButton = 2) and gPlayerAction[0, ACTION_MOVELEFT] then
+ gPlayer1.SetDirection(TDirection.D_LEFT)
+ else if (P1MoveButton = 1) and gPlayerAction[0, ACTION_MOVERIGHT] then
+ gPlayer1.SetDirection(TDirection.D_RIGHT)
+ else if P1MoveButton <> 0 then
+ gPlayer1.SetDirection(TDirection(P1MoveButton-1));
+ end;
- // strafing
- if isKeyPressed(KeyStrafe, KeyStrafe2) then
- begin
- // new strafe mechanics
- if (strafeDir = 0) then strafeDir := P1MoveButton; // start strafing
- // now set direction according to strafe (reversed)
- if (strafeDir = 2) then gPlayer1.SetDirection(TDirection.D_LEFT)
- else if (strafeDir = 1) then gPlayer1.SetDirection(TDirection.D_RIGHT);
- end
- else
- begin
- if (P1MoveButton = 2) and isKeyPressed(KeyLeft, KeyLeft2) then gPlayer1.SetDirection(TDirection.D_LEFT)
- else if (P1MoveButton = 1) and isKeyPressed(KeyRight, KeyRight2) then gPlayer1.SetDirection(TDirection.D_RIGHT)
- else if P1MoveButton <> 0 then gPlayer1.SetDirection(TDirection(P1MoveButton-1));
- end;
+ gPlayer1.ReleaseKeys;
+ if P1MoveButton = 1 then
+ begin
+ kByte := kByte or NET_KEY_LEFT;
+ if Predict then gPlayer1.PressKey(KEY_LEFT, 10000);
+ end;
+ if P1MoveButton = 2 then
+ begin
+ kByte := kByte or NET_KEY_RIGHT;
+ if Predict then gPlayer1.PressKey(KEY_RIGHT, 10000);
+ end;
+ if gPlayerAction[0, ACTION_LOOKUP] then
+ begin
+ kByte := kByte or NET_KEY_UP;
+ gPlayer1.PressKey(KEY_UP, 10000);
+ end;
+ if gPlayerAction[0, ACTION_LOOKDOWN] then
+ begin
+ kByte := kByte or NET_KEY_DOWN;
+ gPlayer1.PressKey(KEY_DOWN, 10000);
+ end;
+ if gPlayerAction[0, ACTION_JUMP] then
+ begin
+ kByte := kByte or NET_KEY_JUMP;
+ // gPlayer1.PressKey(KEY_JUMP, 10000); // TODO: Make a prediction option
+ end;
+ if gPlayerAction[0, ACTION_ATTACK] then kByte := kByte or NET_KEY_FIRE;
+ if gPlayerAction[0, ACTION_ACTIVATE] then kByte := kByte or NET_KEY_OPEN;
+ if gPlayerAction[0, ACTION_WEAPNEXT] then kByte := kByte or NET_KEY_NW;
+ if gPlayerAction[0, ACTION_WEAPPREV] then kByte := kByte or NET_KEY_PW;
- gPlayer1.ReleaseKeys;
- if P1MoveButton = 1 then
- begin
- kByte := kByte or NET_KEY_LEFT;
- if Predict then gPlayer1.PressKey(KEY_LEFT, 10000);
- end;
- if P1MoveButton = 2 then
- begin
- kByte := kByte or NET_KEY_RIGHT;
- if Predict then gPlayer1.PressKey(KEY_RIGHT, 10000);
- end;
- if isKeyPressed(KeyUp, KeyUp2) then
- begin
- kByte := kByte or NET_KEY_UP;
- gPlayer1.PressKey(KEY_UP, 10000);
- end;
- if isKeyPressed(KeyDown, KeyDown2) then
- begin
- kByte := kByte or NET_KEY_DOWN;
- gPlayer1.PressKey(KEY_DOWN, 10000);
- end;
- if isKeyPressed(KeyJump, KeyJump2) then
- begin
- kByte := kByte or NET_KEY_JUMP;
- // gPlayer1.PressKey(KEY_JUMP, 10000); // TODO: Make a prediction option
- end;
- if isKeyPressed(KeyFire, KeyFire2) then kByte := kByte or NET_KEY_FIRE;
- if isKeyPressed(KeyOpen, KeyOpen2) then kByte := kByte or NET_KEY_OPEN;
- if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then kByte := kByte or NET_KEY_NW;
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then kByte := kByte or NET_KEY_PW;
- for I := 0 to High(KeyWeapon) do
- if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then
- WeaponSelect := WeaponSelect or Word(1 shl I);
+ if gSelectWeapon[0] >= 0 then
+ begin
+ WeaponSelect := gSelectWeapon[0];
+ //gSelectWeapon[0] := -1
end;
+
// fix movebutton state
P1MoveButton := P1MoveButton or (strafeDir shl 4);
end