X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;ds=inline;f=src%2Fgame%2Fg_player.pas;h=5dd29a6c4633bd97984551f7f9ae6f93665b5397;hb=b066b99359532b885ce79247e5edbd3e50d05882;hp=23f38ffd70a4916bbdde1d67bd417bf7d1d9ba3d;hpb=77198ca95ad9fc6b65b4fb1569fb55deb968a367;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 23f38ff..5dd29a6 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -163,7 +163,7 @@ type FSecrets: Integer; FCurrWeap: Byte; FNextWeap: WORD; - FNextWeapDelay: Byte; // frames (unused) + FNextWeapDelay: Byte; // frames FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -200,9 +200,6 @@ type FNetTime: LongWord; mEDamageType: Integer; - // client-side only - weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status - function CollideLevel(XInc, YInc: Integer): Boolean; function StayOnStep(XInc, YInc: Integer): Boolean; @@ -274,7 +271,6 @@ type function GetRespawnPoint(): Byte; procedure PressKey(Key: Byte; Time: Word = 1); procedure ReleaseKeys(); - procedure ReleaseKeysNoWeapon(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); procedure SetWeapon(W: Byte); @@ -338,11 +334,6 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; - procedure releaseAllWeaponSwitchKeys (); - procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); - function isWeaponSwitchKeyReleased (index: Integer): Boolean; - procedure weaponSwitchKeysShiftNewStates (); - public property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; @@ -2139,52 +2130,8 @@ begin FNetTime := 0; resetWeaponQueue(); - releaseAllWeaponSwitchKeys(); end; - -procedure TPlayer.releaseAllWeaponSwitchKeys (); -var - f: Integer; -begin - 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] := weaponSwitchKeyReleased[index] or $02; - if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; -end; - -function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; -begin - Inc(index, 2); // -2: prev; -1: next - if (index < 0) or (index > High(weaponSwitchKeyReleased)) then - begin - result := true; - end - else - begin - 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; - - procedure TPlayer.positionChanged (); inline; begin end; @@ -3611,7 +3558,7 @@ end; procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; if Weapon > High(FWeapon) then Exit; FNextWeap := FNextWeap or (1 shl Weapon); end; @@ -3733,7 +3680,7 @@ begin begin //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); result := Byte(rwidx); - //FNextWeapDelay := 10; //k8: not needed anymore + FNextWeapDelay := 10; exit; end; end; @@ -3800,7 +3747,7 @@ begin // i found her! result := Byte(rwidx); resetWeaponQueue(); - //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore + FNextWeapDelay := 10; // anyway, 'cause why not exit; end; end; @@ -3830,9 +3777,7 @@ var begin //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); //FNextWeap := FNextWeap and $1FFF; - //HACK: alteration delay will be reset when player released any weapon switch key - FNextWeapDelay := 0; //k8: just in case - //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" if not switchAllowed then begin @@ -3863,13 +3808,13 @@ end; procedure TPlayer.NextWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $8000; end; procedure TPlayer.PrevWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $4000; end; @@ -4988,7 +4933,6 @@ begin DoLerp(4); if NetServer then - begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -5001,7 +4945,6 @@ begin FPing := 0; FLoss := 0; end; - end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -5032,8 +4975,8 @@ begin end; // no need to do that each second frame, weapon queue will take care of it - if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon(); - if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon(); + if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); + if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); if gTime mod (GAME_TICK*2) <> 0 then begin @@ -5853,18 +5796,6 @@ begin end; end; -procedure TPlayer.ReleaseKeysNoWeapon(); -var - a: Integer; -begin - for a := Low(FKeys) to High(FKeys) do - begin - if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue; - FKeys[a].Pressed := False; - FKeys[a].Time := 0; - end; -end; - procedure TPlayer.OnDamage(Angle: SmallInt); begin end; @@ -7071,7 +7002,7 @@ begin end; end; - //HACK! (does it belong there?) + //HACK! (does it belongs there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: