X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_netmsg.pas;h=a5bd880c0e817a6c91756c18377b6d94699c26f7;hb=2257ac7163318bab560e4351f2b139c9ca4ed9e5;hp=e838a9b7fff87f34eaceee923c3dc387feb14fe1;hpb=ba177dd9743397cb43dad787fbe7748c8ea51cba;p=d2df-sdl.git diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index e838a9b..a5bd880 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -1077,10 +1077,10 @@ begin for I := WP_FIRST to WP_LAST do e_Buffer_Write(@NetOut, Byte(FWeapon[I])); - for I := A_BULLETS to A_CELLS do + for I := A_BULLETS to A_HIGH do e_Buffer_Write(@NetOut, FAmmo[I]); - for I := A_BULLETS to A_CELLS do + for I := A_BULLETS to A_HIGH do e_Buffer_Write(@NetOut, FMaxAmmo[I]); for I := MR_SUIT to MR_MAX do @@ -1102,6 +1102,7 @@ begin e_Buffer_Write(@NetOut, Byte(FPhysics)); e_Buffer_Write(@NetOut, Byte(FNoRespawn)); e_Buffer_Write(@NetOut, Byte(FJetpack)); + e_Buffer_Write(@NetOut, FFireTime); end; g_Net_Host_Send(ID, True, NET_CHAN_PLAYER); @@ -1378,6 +1379,7 @@ begin e_Buffer_Write(@NetOut, MonsterAmmo); e_Buffer_Write(@NetOut, MonsterPain); e_Buffer_Write(@NetOut, Byte(AnimIsReverse)); + e_Buffer_Write(@NetOut, FFireTime); end; g_Net_Host_Send(ID, True, NET_CHAN_MONSTER); @@ -2130,10 +2132,10 @@ begin for I := WP_FIRST to WP_LAST do FWeapon[I] := (e_Raw_Read_Byte(P) <> 0); - for I := A_BULLETS to A_CELLS do + for I := A_BULLETS to A_HIGH do FAmmo[I] := e_Raw_Read_Word(P); - for I := A_BULLETS to A_CELLS do + for I := A_BULLETS to A_HIGH do FMaxAmmo[I] := e_Raw_Read_Word(P); for I := MR_SUIT to MR_MAX do @@ -2182,6 +2184,7 @@ begin FNoRespawn := e_Raw_Read_Byte(P) <> 0; OldJet := FJetpack; FJetpack := e_Raw_Read_Byte(P) <> 0; + FFireTime := e_Raw_Read_LongInt(P); if OldJet and not FJetpack then JetpackOff else if not OldJet and FJetpack then @@ -2385,7 +2388,8 @@ begin else if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_AMMO_BACKPACK] then + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER, + ITEM_AMMO_BACKPACK] then g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', gItems[ID].Obj.X, gItems[ID].Obj.Y) else @@ -2401,7 +2405,7 @@ begin else if gItems[ID].ItemType in [ITEM_WEAPON_SAW, ITEM_WEAPON_PISTOL, ITEM_WEAPON_SHOTGUN1, ITEM_WEAPON_SHOTGUN2, ITEM_WEAPON_CHAINGUN, ITEM_WEAPON_ROCKETLAUNCHER, ITEM_WEAPON_PLASMA, - ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET] then + ITEM_WEAPON_BFG, ITEM_WEAPON_SUPERPULEMET, ITEM_WEAPON_FLAMETHROWER] then g_Sound_PlayExAt('SOUND_ITEM_GETWEAPON', gItems[ID].Obj.X, gItems[ID].Obj.Y) else @@ -2667,6 +2671,7 @@ begin MonsterAmmo := e_Raw_Read_LongInt(P); MonsterPain := e_Raw_Read_LongInt(P); AnimRevert := e_Raw_Read_Byte(P) <> 0; + FFireTime := e_Raw_Read_LongInt(P); RevertAnim(AnimRevert); if MonsterState <> MState then