diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index b170097d80296ec8ad3b7c7ed96e0bea1b54ccb4..f235035fbda6d740146eb383d07d4e66e740948f 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
{$INCLUDE ../shared/a_modes.inc}
unit g_netmsg;
+{.$DEFINE K8_XXX_WEAPON_DEBUG}
+
interface
uses e_msg, g_net, g_triggers, Classes, SysUtils, md5;
function MH_RECV_PlayerPos(C: pTNetClient; var M: TMsg): Word;
var
- Dir, i: Byte;
- WeaponSelect: Word;
+ Dir{, i}: Byte;
+ //WeaponSelect: Word;
PID: Word;
kByte: Word;
Pl: TPlayer;
GT: LongWord;
+ newweapon: Byte;
begin
Result := 0;
if not gGameOn then Exit;
NetTime := GT;
kByte := M.ReadWord();
Dir := M.ReadByte();
- WeaponSelect := M.ReadWord();
+ //WeaponSelect := M.ReadWord();
+ newweapon := M.ReadByte();
+ if (newweapon <> CurrWeap) then
+ begin
+{$IFDEF K8_XXX_WEAPON_DEBUG}
+ writeln('HOST PLRPOS: got: currweap=', CurrWeap, '; curfrm=', gTime, '; netweap=', newweapon, '; oldweap=', CurrWeap);
+{$ENDIF}
+ //NetForceWeap := newweapon;
+ SetWeapon(newweapon);
+ end;
//e_WriteLog(Format('R:ws=%d', [WeaponSelect]), MSG_WARNING);
if Direction <> TDirection(Dir) then
JustTeleported := False;
SetDirection(TDirection(Dir));
- ReleaseKeys;
+ ReleaseKeysNoWeapon();
if kByte = NET_KEY_CHAT then
begin
if LongBool(kByte and NET_KEY_JUMP) then PressKey(KEY_JUMP, 10000);
if LongBool(kByte and NET_KEY_FIRE) then PressKey(KEY_FIRE, 10000);
if LongBool(kByte and NET_KEY_OPEN) then PressKey(KEY_OPEN, 10000);
- if LongBool(kByte and NET_KEY_NW) then PressKey(KEY_NEXTWEAPON, 10000);
- if LongBool(kByte and NET_KEY_PW) then PressKey(KEY_PREVWEAPON, 10000);
+ //if LongBool(kByte and NET_KEY_NW) then PressKey(KEY_NEXTWEAPON, 10000);
+ //if LongBool(kByte and NET_KEY_PW) then PressKey(KEY_PREVWEAPON, 10000);
+ (*
for i := 0 to 15 do
begin
if (WeaponSelect and Word(1 shl i)) <> 0 then
QueueWeaponSwitch(i);
end;
end;
+ *)
end;
// MH_SEND_PlayerPos(False, PID, C^.ID);
NetOut.Write(Frags);
NetOut.Write(Death);
- NetOut.Write(CurrWeap);
+ //NetOut.Write(CurrWeap);
+ NetOut.Write(Byte(CurrWeap));
// other flags
ww := 0;
Exit;
end;
gTime := GT;
+ if g_Game_IsClient and (gPlayer1 <> nil) and (gPlayer1.NetForceWeapFIdx >= gTime+15) then gPlayer1.NetForceWeapFIdx := 0;
+ if g_Game_IsClient and (gPlayer2 <> nil) and (gPlayer2.NetForceWeapFIdx >= gTime+15) then gPlayer2.NetForceWeapFIdx := 0;
PID := M.ReadWord();
Pl := g_Player_Get(PID);
TmpX := M.ReadLongInt();
TmpY := M.ReadLongInt();
- ReleaseKeys;
+ ReleaseKeysNoWeapon;
if (kByte = NET_KEY_CHAT) then
PressKey(KEY_CHAT, 10000)
OldJet: Boolean;
NewTeam: Byte;
ww: Word;
+ newweapon: Byte;
begin
PID := M.ReadWord();
Pl := g_Player_Get(PID);
Frags := M.ReadLongInt();
Death := M.ReadLongInt();
- SetWeapon(M.ReadByte());
+ newweapon := M.ReadByte();
+{$IFDEF K8_XXX_WEAPON_DEBUG}
+ writeln('CLIENT PLRSTATS: got: currweap=', CurrWeap, '; curfrm=', gTime, '; netweap=', newweapon, '; lastnwfrm=', NetForceWeapFIdx);
+{$ENDIF}
+ if (gTime >= NetForceWeapFIdx) then
+ begin
+ //NetForceWeap := newweapon;
+ SetWeapon(newweapon);
+ end;
+ //SetWeapon(M.ReadByte());
// other flags
ww := M.ReadByte();
kByte: Word;
Predict: Boolean;
strafeDir: Byte;
- WeaponSelect: Word = 0;
+ //WeaponSelect: Word = 0;
I: Integer;
begin
if not gGameOn then Exit;
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) and gPlayer1.isWeaponSwitchKeyReleased(-1) then kByte := kByte or NET_KEY_NW;
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-2) then kByte := kByte or NET_KEY_PW;
+ // do not send weapon switch keys, `MH_SEND_PlayerStats()` will send changed weapon anyway
+ if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-1) then gPlayer1.PressKey(KEY_NEXTWEAPON); //kByte := kByte or NET_KEY_NW;
+ if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-2) then gPlayer1.PressKey(KEY_PREVWEAPON); //kByte := kByte or NET_KEY_PW;
for I := 0 to High(KeyWeapon) do
begin
if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then
begin
+ //writeln('keyweapon #', i, ' is pressed; released=', Integer(gPlayer1.isWeaponSwitchKeyReleased(i)), '; frm=', gPlayer1.NetForceWeapFIdx, '; gTime=', gTime);
gPlayer1.weaponSwitchKeysStateChange(i, true);
- if gPlayer1.isWeaponSwitchKeyReleased(i) then WeaponSelect := WeaponSelect or Word(1 shl I);
+ if gPlayer1.isWeaponSwitchKeyReleased(i) then
+ begin
+ //writeln('keyweapon #', i, ' is pressed; released=', Integer(gPlayer1.isWeaponSwitchKeyReleased(i)), '; frm=', gPlayer1.NetForceWeapFIdx, '; gTime=', gTime);
+ gPlayer1.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
+ //WeaponSelect := WeaponSelect or Word(1 shl I);
+ end;
end
else
begin
NetOut.Write(gTime);
NetOut.Write(kByte);
NetOut.Write(Byte(gPlayer1.Direction));
- NetOut.Write(WeaponSelect);
+ NetOut.Write(Byte(gPlayer1.CurrWeap));
+{$IFDEF K8_XXX_WEAPON_DEBUG}
+ if (kByte and NET_KEY_FIRE) <> 0 then writeln('FIRE: CurrWeap=', gPlayer1.CurrWeap);
+{$ENDIF}
+ //e_WriteLog(Format('S:nwp=%d; nwfidx=%d', [Integer(gPlayer1.NetForceWeap), Integer(gPlayer1.NetForceWeapFIdx)]), TMsgType.Warning);
+ //NetOut.Write(WeaponSelect);
//e_WriteLog(Format('S:ws=%d', [WeaponSelect]), MSG_WARNING);
g_Net_Client_Send(True, NET_CHAN_PLAYERPOS);
+ // force player weapon
+ //{if (gPlayer1.NetForceWeapFIdx < gTime) then} gPlayer1.SetWeapon(gPlayer1.NetForceWeap);
+
//kBytePrev := kByte;
//kDirPrev := gPlayer1.Direction;
end;