X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=9048859a9ba464972c6df80d77cc4ac955213381;hb=48a252493005343483d9ea943c350cac146ab295;hp=23f38ffd70a4916bbdde1d67bd417bf7d1d9ba3d;hpb=77198ca95ad9fc6b65b4fb1569fb55deb968a367;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 23f38ff..9048859 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 Byte; // bit 0: was released on prev frame; bit 1: new status + weaponSwitchKeyReleased: array[0..16] of Boolean; // true: was release function CollideLevel(XInc, YInc: Integer): Boolean; @@ -274,7 +274,6 @@ type function GetRespawnPoint(): Byte; procedure PressKey(Key: Byte; Time: Word = 1); procedure ReleaseKeys(); - procedure ReleaseKeysNoWeapon(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); procedure SetWeapon(W: Byte); @@ -341,7 +340,6 @@ type procedure releaseAllWeaponSwitchKeys (); procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); function isWeaponSwitchKeyReleased (index: Integer): Boolean; - procedure weaponSwitchKeysShiftNewStates (); public property Vel: TPoint2i read FObj.Vel; @@ -2147,15 +2145,14 @@ procedure TPlayer.releaseAllWeaponSwitchKeys (); var f: Integer; begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := $03; + for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; 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] := weaponSwitchKeyReleased[index] or $02; - if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; + weaponSwitchKeyReleased[index] := not pressed; end; function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; @@ -2167,20 +2164,7 @@ begin end else begin - 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); + result := weaponSwitchKeyReleased[index]; end; end; @@ -3611,7 +3595,7 @@ end; procedure TPlayer.QueueWeaponSwitch(Weapon: Byte); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; if Weapon > High(FWeapon) then Exit; FNextWeap := FNextWeap or (1 shl Weapon); end; @@ -3744,21 +3728,13 @@ 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; @@ -3782,7 +3758,12 @@ 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; @@ -3863,13 +3844,13 @@ end; procedure TPlayer.NextWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $8000; end; procedure TPlayer.PrevWeapon(); begin - //if g_Game_IsClient then Exit; + if g_Game_IsClient then Exit; FNextWeap := $4000; end; @@ -4252,7 +4233,6 @@ 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 @@ -4988,7 +4968,6 @@ begin DoLerp(4); if NetServer then - begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -5001,7 +4980,6 @@ begin FPing := 0; FLoss := 0; end; - end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -5032,8 +5010,8 @@ begin end; // no need to do that each second frame, weapon queue will take care of it - if FAlive and FKeys[KEY_NEXTWEAPON].Pressed {and AnyServer} then NextWeapon(); - if FAlive and FKeys[KEY_PREVWEAPON].Pressed {and AnyServer} then PrevWeapon(); + if FAlive and FKeys[KEY_NEXTWEAPON].Pressed and AnyServer then NextWeapon(); + if FAlive and FKeys[KEY_PREVWEAPON].Pressed and AnyServer then PrevWeapon(); if gTime mod (GAME_TICK*2) <> 0 then begin @@ -5853,18 +5831,6 @@ begin end; end; -procedure TPlayer.ReleaseKeysNoWeapon(); -var - a: Integer; -begin - for a := Low(FKeys) to High(FKeys) do - begin - if (a = KEY_PREVWEAPON) or (a = KEY_NEXTWEAPON) then continue; - FKeys[a].Pressed := False; - FKeys[a].Time := 0; - end; -end; - procedure TPlayer.OnDamage(Angle: SmallInt); begin end; @@ -7071,7 +7037,7 @@ begin end; end; - //HACK! (does it belong there?) + //HACK! (does it belongs there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: