X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=9048859a9ba464972c6df80d77cc4ac955213381;hb=48a252493005343483d9ea943c350cac146ab295;hp=f770a8c34270ed8d139d41ba8b5784d7af6d7aa9;hpb=ef4db75afec0dcd71f0bbe75b5f0b20537c8eac1;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index f770a8c..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; @@ -340,7 +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; @@ -2146,15 +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; @@ -2166,20 +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; @@ -3743,21 +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; @@ -3781,7 +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;