diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 1945f94f26be4d2c1a69de7416209db816648a5f..38bb86a299228cfdd06c61bf01973c1aad915da4 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
procedure g_Bot_AddList(Team: Byte; lname: ShortString; num: Integer = -1; Handicap: Integer = 100);
procedure g_Bot_MixNames();
procedure g_Bot_RemoveAll();
+function g_Bot_GetCount(): Integer;
implementation
begin
if not g_Game_IsServer then Exit;
+// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
+ if (g_Bot_GetCount() >= gMaxBots) then Exit;
+
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
begin
if not g_Game_IsServer then Exit;
+// Íå äîáàâëÿåì áîòîâ åñëè ëèìèò óæå äîñòèãíóò
+ if (g_Bot_GetCount() >= gMaxBots) then Exit;
+
// Ñïèñîê íàçâàíèé ìîäåëåé:
m := g_PlayerModel_GetNames();
if m = nil then
Result := Result + 1;
end;
+function g_Bot_GetCount(): Integer;
+var
+ a: Integer;
+begin
+ Result := 0;
+
+ if gPlayers = nil then
+ Exit;
+
+ for a := 0 to High(gPlayers) do
+ if (gPlayers[a] <> nil) and (gPlayers[a] is TBot) then
+ Result := Result + 1;
+end;
+
function g_Player_GetStats(): TPlayerStatArray;
var
a: Integer;
begin
testedWeap := FCurrWeap;
for i := WP_FIRST to WP_LAST do
- if FWeapon[i] and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
+ if FWeapon[i] and maySwitch(i) and (FWeapPreferences[i] > FWeapPreferences[testedWeap]) then
testedWeap := i;
if (R_BERSERK in FRulez) and (FWeapPreferences[WP_LAST + 1] > FWeapPreferences[testedWeap]) then
testedWeap := WEAPON_KASTET;
end;
function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean;
-
- function allowBerserkSwitching (): Boolean;
- begin
- if (FBFGFireCounter <> -1) then begin result := false; exit; end;
- result := true;
- if gBerserkAutoswitch then exit;
- if not conIsCheatsEnabled then exit;
- result := false;
- end;
-
var
a: Boolean;
switchWeapon: Byte = 255;
if not (R_BERSERK in FRulez) then
begin
Include(FRulez, R_BERSERK);
- if (shouldSwitch(WP_LAST + 1, false)) then
- QueueWeaponSwitch(WEAPON_KASTET);
+ if (FBFGFireCounter = -1) then
+ begin
+ FCurrWeap := WEAPON_KASTET;
+ resetWeaponQueue();
+ FModel.SetWeapon(WEAPON_KASTET);
+ end;
if gFlash <> 0 then
begin
Inc(FPain, 100);
procedure TPlayer.NetFire(Wpn: Byte; X, Y, AX, AY: Integer; WID: Integer = -1);
var
locObj: TObj;
- F: Boolean;
+ visible: Boolean = True;
WX, WY, XD, YD: Integer;
begin
- F := False;
WX := X;
WY := Y;
XD := AX;
case FCurrWeap of
WEAPON_KASTET:
begin
+ visible := False;
DoPunch();
if R_BERSERK in FRulez then
begin
FSawSoundSelect.Stop();
FSawSound.PlayAt(FObj.X, FObj.Y);
end;
- f := True;
end;
WEAPON_PISTOL:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIREPISTOL', GameX, Gamey);
FFireAngle := FAngle;
- f := True;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_BULLET);
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
FShellTimer := 10;
FShellType := SHELL_SHELL;
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN2', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
FShellTimer := 13;
FShellType := SHELL_DBLSHELL;
end;
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRECGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_BULLET);
end;
begin
g_Weapon_Rocket(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
- f := True;
end;
WEAPON_PLASMA:
begin
g_Weapon_Plasma(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
- f := True;
end;
WEAPON_BFG:
begin
g_Weapon_BFGShot(wx, wy, xd, yd, FUID, WID);
FFireAngle := FAngle;
- f := True;
end;
WEAPON_SUPERPULEMET:
begin
g_Sound_PlayExAt('SOUND_WEAPON_FIRESHOTGUN', Gamex, Gamey);
FFireAngle := FAngle;
- f := True;
g_Player_CreateShell(GameX+PLAYER_RECT_CX, GameY+PLAYER_RECT_CX,
GameVelX, GameVelY-2, SHELL_SHELL);
end;
g_Weapon_flame(wx, wy, xd, yd, FUID, WID);
FlamerOn;
FFireAngle := FAngle;
- f := True;
end;
end;
- if not f then Exit;
+ if not visible then Exit;
if (FAngle = 0) or (FAngle = 180) then SetAction(A_ATTACK)
else if (FAngle = ANGLE_LEFTDOWN) or (FAngle = ANGLE_RIGHTDOWN) then SetAction(A_ATTACKDOWN)
begin
- conRegVar('cheat_berserk_autoswitch', @gBerserkAutoswitch, 'autoswitch to fist when berserk pack taken', '', true, true);
conRegVar('player_indicator', @gPlayerIndicator, 'Draw indicator only for current player, also for teammates, or not at all', 'Draw indicator only for current player, also for teammates, or not at all');
conRegVar('player_indicator_style', @gPlayerIndicatorStyle, 'Visual appearance of indicator', 'Visual appearance of indicator');
end.