diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index fa2dcfce5243696c55b09cc25aee27d9c44229f9..19350e5bde31694604f2d10ee462d1cca59eb3fa 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
mEDamageType: Integer;
// client-side only
- weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release
+ weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status
function CollideLevel(XInc, YInc: Integer): Boolean;
procedure DrawPickup();
procedure DrawRulez();
procedure DrawAim();
+ procedure DrawIndicator();
procedure DrawBubble();
procedure DrawGUI();
procedure Update(); virtual;
procedure releaseAllWeaponSwitchKeys ();
procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
function isWeaponSwitchKeyReleased (index: Integer): Boolean;
+ procedure weaponSwitchKeysShiftNewStates ();
public
property Vel: TPoint2i read FObj.Vel;
gFly: Boolean = False;
gAimLine: Boolean = False;
gChatBubble: Byte = 0;
+ gPlayerIndicator: Boolean = True;
gNumBots: Word = 0;
gLMSPID1: Word = 0;
gLMSPID2: Word = 0;
var
f: Integer;
begin
- for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true;
+ for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03;
end;
procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean);
begin
Inc(index, 2); // -2: prev; -1: next
if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit;
- weaponSwitchKeyReleased[index] := not pressed;
+ weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02;
+ if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02;
end;
function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean;
end
else
begin
- result := weaponSwitchKeyReleased[index];
+ result := (weaponSwitchKeyReleased[index] and $01) <> 0;
+ end;
+end;
+
+procedure TPlayer.weaponSwitchKeysShiftNewStates ();
+var
+ f: Integer;
+begin
+ // copy bit 1 to bit 0
+ for f := 0 to High(weaponSwitchKeyReleased) do
+ begin
+ weaponSwitchKeyReleased[f] :=
+ (weaponSwitchKeyReleased[f] and $02) or
+ ((weaponSwitchKeyReleased[f] shr 1) and $01);
end;
end;
inherited;
end;
+procedure TPlayer.DrawIndicator();
+var
+ indX, indY: Integer;
+ indW, indH: Word;
+ ID: DWORD;
+begin
+ if FAlive then
+ begin
+ indX := FObj.X+FObj.Rect.X;
+ indY := FObj.Y - 12;
+ if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
+ begin
+ e_GetTextureSize(ID, @indW, @indH);
+ e_Draw(ID, indX + indW div 2, indY, 0, True, False);
+ end;
+ end;
+ //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead
+end;
+
procedure TPlayer.DrawBubble();
var
bubX, bubY: Integer;
// no cycling
for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
wwc := 0;
-
- curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index)
-
for i := 0 to High(FWeapon) do
begin
if (FNextWeap and (1 shl i)) <> 0 then
begin
cwi := real2log(i);
- if (cwi >= 0) then
- begin
- wantThisWeapon[cwi] := true;
- Inc(wwc);
- // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon
- if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical
- end;
+ if (cwi >= 0) then wantThisWeapon[cwi] := true;
+ Inc(wwc);
end;
end;
exit;
end;
+ // exclude currently selected weapon from the set
+ curlidx := real2log(FCurrWeap);
//e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning);
+ //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning);
+ //if (curlidx >= 0) then wantThisWeapon[curlidx] := false;
+ //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons
// find next weapon to switch onto
cwi := curlidx;
Result := True;
remove := True;
FFireTime := 0;
- //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID);
end;
if FHealth < PLAYER_HP_SOFT then
begin