X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=503e6169bf74bfeb339535e47caa7b58f29abdf8;hb=5f956ee6fcee22182b124e6659ddfb6fec1a859f;hp=1dcbcd26c457ddccc8378de1d3d437a0dc5f8d96;hpb=aea87456d131c418ed632d30b57280dfeefe16de;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 1dcbcd2..503e616 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -1504,6 +1504,12 @@ 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; @@ -1547,20 +1553,34 @@ 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 plr.PressKey(KEY_NEXTWEAPON); - if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) then plr.PressKey(KEY_PREVWEAPON); + 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 - plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best + 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; end; + plr.weaponSwitchKeysShiftNewStates(); + // HACK: add dynlight here if gwin_k8_enable_light_experiments then begin @@ -2293,6 +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; @@ -3565,6 +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,