X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=19350e5bde31694604f2d10ee462d1cca59eb3fa;hb=7d549c2f02736636db37069b77c395848e04360e;hp=137ab818e6c4d7bbee6ec089ca7abb7c72c12dd5;hpb=c1f5ac16c0ee5054cc0321f88e590a7a64cb3b71;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 137ab81..19350e5 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -201,7 +201,7 @@ type mEDamageType: Integer; // client-side only - weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release + weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status function CollideLevel(XInc, YInc: Integer): Boolean; @@ -340,6 +340,7 @@ type procedure releaseAllWeaponSwitchKeys (); procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); function isWeaponSwitchKeyReleased (index: Integer): Boolean; + procedure weaponSwitchKeysShiftNewStates (); public property Vel: TPoint2i read FObj.Vel; @@ -2145,14 +2146,15 @@ procedure TPlayer.releaseAllWeaponSwitchKeys (); var f: Integer; begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; + for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03; end; procedure TPlayer.weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); begin Inc(index, 2); // -2: prev; -1: next if (index < 0) or (index > High(weaponSwitchKeyReleased)) then exit; - weaponSwitchKeyReleased[index] := not pressed; + weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02; + if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; end; function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; @@ -2164,7 +2166,20 @@ begin end else begin - result := weaponSwitchKeyReleased[index]; + result := (weaponSwitchKeyReleased[index] and $01) <> 0; + end; +end; + +procedure TPlayer.weaponSwitchKeysShiftNewStates (); +var + f: Integer; +begin + // copy bit 1 to bit 0 + for f := 0 to High(weaponSwitchKeyReleased) do + begin + weaponSwitchKeyReleased[f] := + (weaponSwitchKeyReleased[f] and $02) or + ((weaponSwitchKeyReleased[f] shr 1) and $01); end; end; @@ -3728,21 +3743,13 @@ begin // no cycling for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false; wwc := 0; - - curlidx := -1; // start from a weapon with a highest priority (-1, 'cause loop will immediately increment this index) - for i := 0 to High(FWeapon) do begin if (FNextWeap and (1 shl i)) <> 0 then begin cwi := real2log(i); - if (cwi >= 0) then - begin - wantThisWeapon[cwi] := true; - Inc(wwc); - // if we hit currently selected weapon, start seachring from it, so we'll get "next weaker" weapon - if (i = FCurrWeap) then curlidx := cwi; // compare real, start from logical - end; + if (cwi >= 0) then wantThisWeapon[cwi] := true; + Inc(wwc); end; end; @@ -3766,7 +3773,12 @@ begin exit; end; + // exclude currently selected weapon from the set + curlidx := real2log(FCurrWeap); //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning); + //e_WriteLog(Format('FCurrWeap=%d; curlidx=%d', [FCurrWeap, curlidx]), TMsgType.Warning); + //if (curlidx >= 0) then wantThisWeapon[curlidx] := false; + //if (wwc = 2) then begin Dec(wwc); end; // easy case: switch between two weapons // find next weapon to switch onto cwi := curlidx; @@ -4236,7 +4248,6 @@ begin Result := True; remove := True; FFireTime := 0; - //k8:do we need it? if g_Game_IsNet and g_Game_IsServer then MH_SEND_PlayerStats(FUID); end; if FHealth < PLAYER_HP_SOFT then begin