X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;ds=sidebyside;f=src%2Fgame%2Fg_player.pas;h=5dd29a6c4633bd97984551f7f9ae6f93665b5397;hb=b066b99359532b885ce79247e5edbd3e50d05882;hp=0921b782382a41844be44dc52372e869798b36ac;hpb=33b5489206167c0a59571a488a2971b15a854d25;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 0921b78..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; @@ -337,11 +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; @@ -2138,52 +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; @@ -3732,7 +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; @@ -3799,7 +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; @@ -3829,9 +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