X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=5968cd1f4058e606d44ce0a45f9b2cc882cd4cc0;hb=c467a8913c6e2075633c2a5454e692cc94a4be0a;hp=0565c75b2761056ab75ca321ac9c3d6c556cd480;hpb=8a0bb6df836d0e815a261280d628cfd766fa02e7;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 0565c75..5968cd1 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -317,6 +317,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -557,6 +558,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -1370,10 +1372,11 @@ begin begin if gPlayers[i] is TPlayer then begin - //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx); gPlayers[i].Update(); - if (not gPlayers[i].alive) or (gPlayers[i].NetForceWeapFIdx >= gTime+15) then gPlayers[i].NetForceWeapFIdx := 0; // just in case - gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! + //if g_Game_IsClient or not g_Game_IsNet then + begin + gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! + end; end else begin @@ -2339,6 +2342,25 @@ begin inherited; end; +procedure TPlayer.DrawIndicator(); +var + indX, indY: Integer; + indW, indH: Word; + ID: DWORD; +begin + if FAlive then + begin + indX := FObj.X+FObj.Rect.X; + indY := FObj.Y - 12; + if g_Texture_Get('TEXTURE_PLAYER_INDICATOR', ID) then + begin + e_GetTextureSize(ID, @indW, @indH); + e_Draw(ID, indX + indW div 2, indY, 0, True, False); + end; + end; + //e_TextureFontPrint(indX, indY, FName, gStdFont); // Shows player name overhead +end; + procedure TPlayer.DrawBubble(); var bubX, bubY: Integer; @@ -3706,13 +3728,6 @@ begin WEAPON_FLAMETHROWER = 10; *) - { - if (FNextWeap <> 0) or (FNextWeapDelay <> 0) then - begin - e_WriteLog(Format('!!! FNextWeap=%04x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); - end; - } - // cycling has priority if (FNextWeap and $C000) <> 0 then begin @@ -3835,14 +3850,11 @@ begin if not switchAllowed then begin - //writeln('WEAPON SWITCHING IS NOT ALLOWED! FBFGFireCounter=', FBFGFireCounter, '; gTime=', gTime, '; FTime[T_SWITCH]=', FTime[T_SWITCH]); //HACK for weapon cycling if (FNextWeap and $E000) <> 0 then FNextWeap := 0; exit; end; - if (FNetForceWeapFIdx >= gTime+15) then FNetForceWeapFIdx := 0; - nw := getNextWeaponIndex(); if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then @@ -4352,8 +4364,6 @@ begin end; procedure TPlayer.Reset(Force: Boolean); -var - i: Integer; begin if Force then FAlive := False; @@ -4373,8 +4383,7 @@ begin FSecrets := 0; //FCurrFrameIdx := 0; //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; - resetWeaponQueue(); + //FNetForceWeapFIdx := 0; if FNoRespawn then begin FSpectator := False; @@ -4385,16 +4394,10 @@ begin end; FLives := gGameSettings.MaxLives; - FBFGFireCounter := -1; - FTime[T_SWITCH] := 0; - for i := WP_FIRST to WP_LAST do FReloading[i] := 0; - SetFlag(FLAG_NONE); end; procedure TPlayer.SoftReset(); -var - i: Integer; begin ReleaseKeys(); @@ -4406,12 +4409,6 @@ begin FLastHit := 0; FLastFrag := 0; FComboEvnt := -1; - FNetForceWeapFIdx := 0; - resetWeaponQueue(); - - FBFGFireCounter := -1; - FTime[T_SWITCH] := 0; - for i := WP_FIRST to WP_LAST do FReloading[i] := 0; SetFlag(FLAG_NONE); SetAction(A_STAND, True); @@ -4572,7 +4569,6 @@ var a, b, c: Byte; Anim: TAnimation; ID: DWORD; - i: Integer; begin FIncCam := 0; FBFGFireCounter := -1; @@ -4580,12 +4576,6 @@ begin FPain := 0; FLastHit := 0; //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; - resetWeaponQueue(); - - FBFGFireCounter := -1; - FTime[T_SWITCH] := 0; - for i := WP_FIRST to WP_LAST do FReloading[i] := 0; if not g_Game_IsServer then Exit; @@ -4650,7 +4640,6 @@ begin FWeapon[WEAPON_KASTET] := True; FCurrWeap := WEAPON_PISTOL; //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; resetWeaponQueue(); FModel.SetWeapon(FCurrWeap); @@ -6264,7 +6253,6 @@ begin begin FCurrWeap := WEAPON_KASTET; //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -6693,7 +6681,6 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; - FNetForceWeapFIdx := 0; resetWeaponQueue(); FTargetUID := 0; end;