X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=1fdf62b2ab96e5d7cc16ce0880d91f1078732f43;hb=6cdb233dc0c709134d919c17000d27b7065d0eba;hp=f92af351077aaa34fee47dc16dbb0d6eb9a1056f;hpb=3377bafefa3681f8243fff9545ebca4df218e4fb;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index f92af35..1fdf62b 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -1504,12 +1504,6 @@ begin result := false; end; -function isOneKeyPressed (key1: Word): Boolean; -begin - if (key1 <> 0) and e_KeyPressed(key1) then begin result := true; exit; end; - result := false; -end; - procedure processPlayerControls (plr: TPlayer; var ctrl: TPlayerControl; var MoveButton: Byte; p2hack: Boolean=false); var time: Word; @@ -1553,34 +1547,20 @@ begin // fix movebutton state MoveButton := MoveButton or (strafeDir shl 4); - plr.weaponSwitchKeysStateChange(-1, isKeyPressed(KeyNextWeapon, KeyNextWeapon2)); - plr.weaponSwitchKeysStateChange(-2, isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2)); - // Îñòàëüíûå êëàâèøè: if isKeyPressed(KeyJump, KeyJump2) then plr.PressKey(KEY_JUMP, time); if isKeyPressed(KeyUp, KeyUp2) then plr.PressKey(KEY_UP, time); if isKeyPressed(KeyDown, KeyDown2) then plr.PressKey(KEY_DOWN, time); if isKeyPressed(KeyFire, KeyFire2) then plr.PressKey(KEY_FIRE); - if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and plr.isWeaponSwitchKeyReleased(-1) then plr.PressKey(KEY_NEXTWEAPON); - if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and plr.isWeaponSwitchKeyReleased(-2) then plr.PressKey(KEY_PREVWEAPON); + if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) then plr.PressKey(KEY_NEXTWEAPON); + if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then plr.PressKey(KEY_PREVWEAPON); if isKeyPressed(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN); for i := 0 to High(KeyWeapon) do - begin if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then - begin - plr.weaponSwitchKeysStateChange(i, true); - if plr.isWeaponSwitchKeyReleased(i) then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best - end - else - begin - plr.weaponSwitchKeysStateChange(i, false); - end; - end; + plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best end; - plr.weaponSwitchKeysShiftNewStates(); - // HACK: add dynlight here if gwin_k8_enable_light_experiments then begin @@ -2313,6 +2293,7 @@ begin g_Texture_CreateWADEx('TEXTURE_PLAYER_BLUEFLAG_D', GameWAD+':TEXTURES\FLAGHUD_B_DROP'); g_Texture_CreateWADEx('TEXTURE_PLAYER_TALKBUBBLE', GameWAD+':TEXTURES\TALKBUBBLE'); g_Texture_CreateWADEx('TEXTURE_PLAYER_INVULPENTA', GameWAD+':TEXTURES\PENTA'); + g_Texture_CreateWADEx('TEXTURE_PLAYER_INDICATOR', GameWAD+':TEXTURES\PLRIND'); hasPBarGfx := true; if not g_Texture_CreateWADEx('UI_GFX_PBAR_LEFT', GameWAD+':TEXTURES\LLEFT') then hasPBarGfx := false; @@ -3585,6 +3566,8 @@ begin renderMapInternal(-c, -d, true); + if (gGameSettings.GameMode <> GM_SINGLE) and gPlayerIndicator then + p.DrawIndicator(); if p.FSpectator then e_TextureFontPrintEx(p.GameX + PLAYER_RECT_CX - 4, p.GameY + PLAYER_RECT_CY - 4,