X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=503e6169bf74bfeb339535e47caa7b58f29abdf8;hb=4fd8798646bcb768e925ba667b0c4790e99e1e71;hp=de729fae42e2b139d809d3e451dccd8c7afee1b2;hpb=a9ab7bf0c72e15b932b20aad24b10db60138bb21;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index de729fa..503e616 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -1515,7 +1515,6 @@ var time: Word; strafeDir: Byte; i: Integer; - rwk: Boolean; begin if (plr = nil) then exit; if (p2hack) then time := 1000 else time := 1; @@ -1554,41 +1553,24 @@ 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) then - begin - rwk := plr.isWeaponSwitchKeyReleased(-1); - if rwk then plr.PressKey(KEY_NEXTWEAPON); - plr.weaponSwitchKeysStateChange(-1, true); - end - else - begin - plr.weaponSwitchKeysStateChange(-1, false); - end; - if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then - begin - rwk := plr.isWeaponSwitchKeyReleased(-2); - if rwk then plr.PressKey(KEY_PREVWEAPON); - plr.weaponSwitchKeysStateChange(-2, true); - end - else - begin - plr.weaponSwitchKeysStateChange(-2, false); - end; + 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(KeyOpen, KeyOpen2) then plr.PressKey(KEY_OPEN); for i := 0 to High(KeyWeapon) do begin if isKeyPressed(KeyWeapon[i], KeyWeapon2[i]) then begin - rwk := plr.isWeaponSwitchKeyReleased(i); - //writeln('rwk:', rwk); plr.weaponSwitchKeysStateChange(i, true); - if rwk then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best + if plr.isWeaponSwitchKeyReleased(i) then plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best end else begin @@ -1597,6 +1579,8 @@ begin end; end; + plr.weaponSwitchKeysShiftNewStates(); + // HACK: add dynlight here if gwin_k8_enable_light_experiments then begin @@ -2329,6 +2313,7 @@ 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; @@ -3601,6 +3586,8 @@ 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,