diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index dee10aa191af47131130ed12d2b102299d1a2d60..cc6afb07be47661fa320584d0d6ecb2f80f5df1e 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
FDummy: Boolean;
FFireTime: Integer;
FHandicap: Integer;
+ FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request
// debug: viewport offset
viewPortX, viewPortY, viewPortW, viewPortH: Integer;
FJustTeleported := False;
FNetTime := 0;
+ FWaitForFirstSpawn := false;
+
resetWeaponQueue();
end;
var
indX, indY: Integer;
indW, indH: Word;
+ indA: Single;
+ a: TDFPoint;
nW, nH: Byte;
ID: DWORD;
c: TRGB;
if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then
begin
e_GetTextureSize(ID, @indW, @indH);
- indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
- indY := FObj.Y - indH;
+ a.X := indW div 2;
+ a.Y := indH div 2;
+
+ if (FObj.X + FObj.Rect.X) < 0 then
+ begin
+ indA := 90;
+ indX := FObj.X + FObj.Rect.X + FObj.Rect.Width;
+ indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
+ end
+
+ else if (FObj.X + FObj.Rect.X + FObj.Rect.Width) > Max(gMapInfo.Width, gPlayerScreenSize.X) then
+ begin
+ indA := 270;
+ indX := FObj.X + FObj.Rect.X - indH;
+ indY := FObj.Y + FObj.Rect.Y + (FObj.Rect.Height - indW) div 2;
+ end
+
+ else if (fObj.Y - indH) < 0 then
+ begin
+ indA := 180;
+ indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
+ indY := FObj.Y + FObj.Rect.Y + FObj.Rect.Height;
+ end
+
+ else
+ begin
+ indA := 0;
+ indX := FObj.X + FObj.Rect.X + (FObj.Rect.Width - indW) div 2;
+ indY := FObj.Y - indH;
+ end;
+
+ indX := EnsureRange(indX, 0, Max(gMapInfo.Width, gPlayerScreenSize.X) - indW);
+ indY := EnsureRange(indY, 0, Max(gMapInfo.Height, gPlayerScreenSize.Y) - indH);
c := e_Colors;
e_Colors := Color;
- e_Draw(ID, indX, indY, 0, True, False);
+ e_DrawAdv(ID, indX, indY, 0, True, False, indA, @a);
e_Colors := c;
end;
end;