X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_game.pas;h=6ba4297d6f5b4c4b8e61f4559fd7deb0e9444cba;hb=ba69b47c522858ed70d450d1fec26933472c080b;hp=972f268810ca4c5a3fe949186dcb4f78bd760ff2;hpb=c1f5ac16c0ee5054cc0321f88e590a7a64cb3b71;p=d2df-sdl.git diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 972f268..6ba4297 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -1504,18 +1504,11 @@ 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; strafeDir: Byte; i: Integer; - rwk: Boolean; begin if (plr = nil) then exit; if (p2hack) then time := 1000 else time := 1; @@ -1559,42 +1552,13 @@ begin 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) 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 - 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 - end - else - begin - plr.weaponSwitchKeysStateChange(i, false); - end; - end; + plr.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best end; // HACK: add dynlight here @@ -3070,10 +3034,10 @@ begin aY2 := aY + aY2 - 1; case LiftType of - 0: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0); - 1: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0); - 2: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0); - 3: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0); + LIFTTYPE_UP: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 72, 36, 0); + LIFTTYPE_DOWN: e_DrawFillQuad(aX, aY, aX2, aY2, 116, 124, 96, 0); + LIFTTYPE_LEFT: e_DrawFillQuad(aX, aY, aX2, aY2, 200, 80, 4, 0); + LIFTTYPE_RIGHT: e_DrawFillQuad(aX, aY, aX2, aY2, 252, 140, 56, 0); end; end; end;