X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=de559b7f008d25083f853e9f4486efef4c6db812;hb=52853ee4939a9c85c9e8aded0b60bdbc2d9d8821;hp=189d241aae564c6fcd0489e9c0f7f8e4a2105509;hpb=c97b4f7894fd3d797ecea3de574b58499c43aa85;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 189d241..de559b7 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -162,9 +162,8 @@ type FFlag: Byte; FSecrets: Integer; FCurrWeap: Byte; - FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet FNextWeap: WORD; - FNextWeapDelay: Byte; // frames (unused) + FNextWeapDelay: Byte; // frames FBFGFireCounter: SmallInt; FLastSpawnerUID: Word; FLastHit: Byte; @@ -201,9 +200,6 @@ type FNetTime: LongWord; mEDamageType: Integer; - // client-side only - weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status - function CollideLevel(XInc, YInc: Integer): Boolean; function StayOnStep(XInc, YInc: Integer): Boolean; @@ -268,7 +264,6 @@ type viewPortX, viewPortY, viewPortW, viewPortH: Integer; function isValidViewPort (): Boolean; inline; - procedure SetCurrWeapProp (newweap: Byte); constructor Create(); virtual; destructor Destroy(); override; @@ -276,10 +271,9 @@ type function GetRespawnPoint(): Byte; procedure PressKey(Key: Byte; Time: Word = 1); procedure ReleaseKeys(); - procedure ReleaseKeysNoWeapon(); procedure SetModel(ModelName: String); procedure SetColor(Color: TRGB); - procedure SetWeaponHost(W: Byte); + procedure SetWeapon(W: Byte); function IsKeyPressed(K: Byte): Boolean; function GetKeys(): Byte; function PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; virtual; @@ -316,6 +310,7 @@ type procedure DrawPickup(); procedure DrawRulez(); procedure DrawAim(); + procedure DrawIndicator(); procedure DrawBubble(); procedure DrawGUI(); procedure Update(); virtual; @@ -339,11 +334,6 @@ type procedure getMapBox (out x, y, w, h: Integer); inline; procedure moveBy (dx, dy: Integer); inline; - procedure releaseAllWeaponSwitchKeys (); - procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); - function isWeaponSwitchKeyReleased (index: Integer): Boolean; - procedure weaponSwitchKeysShiftNewStates (); - public property Vel: TPoint2i read FObj.Vel; property Obj: TObj read FObj; @@ -358,8 +348,7 @@ type property Frags: Integer read FFrags write FFrags; property Death: Integer read FDeath write FDeath; property Kills: Integer read FKills write FKills; - property CurrWeap: Byte read FCurrWeap write SetCurrWeapProp; - property NetWeapCtr: LongWord read FNetWeapCtr write FNetWeapCtr; + property CurrWeap: Byte read FCurrWeap write FCurrWeap; property MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -390,7 +379,7 @@ type property eFrags: Integer read FFrags write FFrags; property eDeath: Integer read FDeath write FDeath; property eKills: Integer read FKills write FKills; - property eCurrWeap: Byte read FCurrWeap write SetCurrWeapProp; + property eCurrWeap: Byte read FCurrWeap write FCurrWeap; property eMonsterKills: Integer read FMonsterKills write FMonsterKills; property eSecrets: Integer read FSecrets write FSecrets; property eGodMode: Boolean read FGodMode write FGodMode; @@ -554,6 +543,7 @@ var gFly: Boolean = False; gAimLine: Boolean = False; gChatBubble: Byte = 0; + gPlayerIndicator: Boolean = True; gNumBots: Word = 0; gLMSPID1: Word = 0; gLMSPID2: Word = 0; @@ -913,7 +903,6 @@ begin gPlayers[a].FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå gPlayers[a].FCurrWeap := utils.readByte(st); - gPlayers[a].FNetWeapCtr := 0; // Ñëåäóþùåå æåëàåìîå îðóæèå gPlayers[a].FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -1952,19 +1941,6 @@ end; function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end; -procedure TPlayer.SetCurrWeapProp (newweap: Byte); -begin - if (newweap > High(FWeapon)) then exit; - if (not FWeapon[newweap]) then exit; - if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // just in case, to really override client's counter - if (FCurrWeap <> newweap) then - begin - if (newweap = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); - end; - FCurrWeap := newweap; - FModel.SetWeapon(newweap); -end; - procedure TPlayer.BFGHit(); begin g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), @@ -2153,55 +2129,9 @@ begin FJustTeleported := False; FNetTime := 0; - FNetWeapCtr := 0; - resetWeaponQueue(); - releaseAllWeaponSwitchKeys(); -end; - - -procedure TPlayer.releaseAllWeaponSwitchKeys (); -var - f: Integer; -begin - 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] := weaponSwitchKeyReleased[index] or $02; - if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; -end; - -function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; -begin - Inc(index, 2); // -2: prev; -1: next - if (index < 0) or (index > High(weaponSwitchKeyReleased)) then - begin - result := true; - 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); - end; end; - procedure TPlayer.positionChanged (); inline; begin end; @@ -2345,6 +2275,25 @@ 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; @@ -3609,7 +3558,7 @@ 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; @@ -3625,8 +3574,8 @@ begin result := false; case weapon of WEAPON_KASTET, WEAPON_SAW: result := true; - WEAPON_SHOTGUN1, WEAPON_SHOTGUN2, WEAPON_SUPERPULEMET: result := (FAmmo[A_SHELLS] > 0); - WEAPON_PISTOL, WEAPON_CHAINGUN: result := (FAmmo[A_BULLETS] > 0); + WEAPON_SHOTGUN1, WEAPON_SHOTGUN2: result := (FAmmo[A_SHELLS] > 0); + WEAPON_PISTOL, WEAPON_CHAINGUN, WEAPON_SUPERPULEMET: result := (FAmmo[A_BULLETS] > 0); WEAPON_ROCKETLAUNCHER: result := (FAmmo[A_ROCKETS] > 0); WEAPON_PLASMA, WEAPON_BFG: result := (FAmmo[A_CELLS] > 0); WEAPON_FLAMETHROWER: result := (FAmmo[A_FUEL] > 0); @@ -3639,177 +3588,83 @@ function TPlayer.getNextWeaponIndex (): Byte; var i: Word; wantThisWeapon: array[0..64] of Boolean; - weaponOrder: array[0..16] of Integer; // value: index in `FWeapon` - wwc: Integer; - f, dir, cwi, rwidx, curlidx: Integer; - - function real2log (ridx: Integer): Integer; - var - f: Integer; - begin - if (ridx >= 0) then - begin - for f := 0 to High(weaponOrder) do if (weaponOrder[f] = ridx) then begin result := f; exit; end; - end; - result := -1; - end; - + wwc: Integer = 0; //HACK! + dir, cwi: Integer; begin result := 255; // default result: "no switch" - // had weapon cycling on previous frame? remove that flag if (FNextWeap and $2000) <> 0 then begin FNextWeap := FNextWeap and $1FFF; FNextWeapDelay := 0; end; - - for f := 0 to High(weaponOrder) do weaponOrder[f] := -1; - - // build weapon order (k8: i know, i know, learn how to do constants and such... gtfo, please!) - // two knuckles are for "normal" and "berserk" (see `if` below -- it removes the one that is not needed) - // priorities: - // bfg, launcher, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist - weaponOrder[0] := WEAPON_SUPERPULEMET; - weaponOrder[1] := WEAPON_BFG; - weaponOrder[2] := WEAPON_ROCKETLAUNCHER; - weaponOrder[3] := WEAPON_PLASMA; - weaponOrder[4] := WEAPON_FLAMETHROWER; - weaponOrder[5] := WEAPON_SHOTGUN2; - weaponOrder[6] := WEAPON_CHAINGUN; - weaponOrder[7] := WEAPON_SHOTGUN1; - weaponOrder[8] := WEAPON_PISTOL; - weaponOrder[9] := WEAPON_KASTET+666; // berserk fist - weaponOrder[10] := WEAPON_SAW; - weaponOrder[11] := WEAPON_KASTET; // normal fist - - for f := 0 to High(weaponOrder) do - begin - if (weaponOrder[f] = WEAPON_KASTET) then - begin - // normal fist: remove if we have a berserk pack - if (R_BERSERK in FRulez) then weaponOrder[f] := -1; - end - else - if (weaponOrder[f] = WEAPON_KASTET+666) then - begin - // berserk fist: remove if we don't have a berserk pack - if (R_BERSERK in FRulez) then weaponOrder[f] := WEAPON_KASTET else weaponOrder[f] := -1; - end; - end; - - (* - WEAPON_KASTET = 0; - WEAPON_SAW = 1; - WEAPON_PISTOL = 2; - WEAPON_SHOTGUN1 = 3; - WEAPON_SHOTGUN2 = 4; - WEAPON_CHAINGUN = 5; - WEAPON_ROCKETLAUNCHER = 6; - WEAPON_PLASMA = 7; - WEAPON_BFG = 8; - WEAPON_SUPERPULEMET = 9; - 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 - if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1; // should be reversed if we want "priority-driven cycling" + if (FNextWeap and $8000) <> 0 then + dir := 1 + else + dir := -1; FNextWeap := FNextWeap or $2000; // we need this - if FNextWeapDelay > 0 then exit; // cooldown time - //cwi := real2log(FCurrWeap); - //if (cwi < 0) then cwi := 0; + if FNextWeapDelay > 0 then + exit; // cooldown time cwi := FCurrWeap; for i := 0 to High(FWeapon) do begin cwi := (cwi+length(FWeapon)+dir) mod length(FWeapon); - //rwidx := weaponOrder[cwi]; - rwidx := cwi; // sorry - if (rwidx < 0) then continue; - if FWeapon[rwidx] then - begin - //e_WriteLog(Format(' SWITCH: cur=%d; new=%d (dir=%d; log=%d)', [FCurrWeap, rwidx, dir, cwi]), TMsgType.Warning); - result := Byte(rwidx); - //FNextWeapDelay := 10; //k8: not needed anymore + if FWeapon[cwi] then + begin + //e_WriteLog(Format(' SWITCH: cur=%d; new=%d', [FCurrWeap, cwi]), MSG_WARNING); + result := Byte(cwi); + FNextWeapDelay := 10; exit; end; end; resetWeaponQueue(); exit; end; - // 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(wantThisWeapon) do + wantThisWeapon[i] := false; 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; + wantThisWeapon[i] := true; + Inc(wwc); end; - end; - + // exclude currently selected weapon from the set + wantThisWeapon[FCurrWeap] := false; // slow down alterations a little - if (wwc > 1) then + if wwc > 1 then begin - // more than one weapon requested, assume "alteration", and check alteration delay + //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); + // more than one weapon requested, assume "alteration" and check alteration delay if FNextWeapDelay > 0 then begin - //e_WriteLog(Format(' FNextWeap=%x; delay=%d', [FNextWeap, FNextWeapDelay]), TMsgType.Warning); FNextWeap := 0; exit; end; // yeah end; - // do not reset weapon queue, it will be done in `RealizeCurrentWeapon()` // but clear all counters if no weapon should be switched - if (wwc < 1) then + if wwc < 1 then begin resetWeaponQueue(); exit; end; - - //e_WriteLog(Format('*** wwc=%d; currweap=%d; logweap=%d', [wwc, FCurrWeap, curlidx]), TMsgType.Warning); - - // find next weapon to switch onto - cwi := curlidx; - for i := 0 to High(weaponOrder) do + //e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING); + // try weapons in descending order + for i := High(FWeapon) downto 0 do begin - cwi := (cwi+length(weaponOrder)+1) mod length(weaponOrder); - if (cwi = curlidx) then continue; // skip current weapon - if not wantThisWeapon[cwi] then continue; - rwidx := weaponOrder[cwi]; - if (rwidx < 0) then continue; - //e_WriteLog(Format(' trying logical %d (real %d); has=%d, hasammo=%d', [cwi, rwidx, Integer(FWeapon[rwidx]), Integer(hasAmmoForWeapon(rwidx))]), TMsgType.Warning); - if FWeapon[rwidx] and ((wwc = 1) or hasAmmoForWeapon(rwidx)) then + if wantThisWeapon[i] and FWeapon[i] and ((wwc = 1) or hasAmmoForWeapon(i)) then begin - //e_WriteLog(' I FOUND HER!', TMsgType.Warning); // i found her! - result := Byte(rwidx); + result := Byte(i); resetWeaponQueue(); - //FNextWeapDelay := 10; // anyway, 'cause why not; k8: not needed anymore + FNextWeapDelay := 10; // anyway, 'cause why not exit; end; end; - // no suitable weapon found, so reset the queue, to avoid accidental "queuing" of weapon w/o ammo resetWeaponQueue(); end; @@ -3835,13 +3690,10 @@ var begin //e_WriteLog(Format('***RealizeCurrentWeapon: FNextWeap=%x; FNextWeapDelay=%d', [FNextWeap, FNextWeapDelay]), MSG_WARNING); //FNextWeap := FNextWeap and $1FFF; - //HACK: alteration delay will be reset when player released any weapon switch key - FNextWeapDelay := 0; //k8: just in case - //if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" + if FNextWeapDelay > 0 then Dec(FNextWeapDelay); // "alteration delay" 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; @@ -3852,49 +3704,42 @@ begin if nw > High(FWeapon) then begin // don't forget to reset queue here! - //e_WriteLog(Format(' RealizeCurrentWeapon: WUTAFUUUU?! (%d)', [nw]), TMsgType.Warning); + //e_WriteLog(' RealizeCurrentWeapon: WUTAFUUUU', MSG_WARNING); resetWeaponQueue(); exit; end; if FWeapon[nw] then begin - //k8: emulate this on client immediately, or wait for server confirmation? - Inc(FNetWeapCtr); FCurrWeap := nw; - if (nw = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); - FModel.SetWeapon(nw); FTime[T_SWITCH] := gTime+156; + if FCurrWeap = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); + FModel.SetWeapon(FCurrWeap); if g_Game_IsNet then MH_SEND_PlayerStats(FUID); end; 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; -// used exclusively by network layer -procedure TPlayer.SetWeaponHost(W: Byte); +procedure TPlayer.SetWeapon(W: Byte); begin - if (W > High(FWeapon)) then exit; - if (not FWeapon[W]) then exit; // server is authority! - if FCurrWeap <> W then - begin - if (W = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); - end; + if W = WEAPON_SAW then + FSawSoundSelect.PlayAt(FObj.X, FObj.Y); FCurrWeap := W; - FModel.SetWeapon(W); - //if g_Game_IsClient then resetWeaponQueue(); + FModel.SetWeapon(CurrWeap); + resetWeaponQueue(); end; function TPlayer.PickItem(ItemType: Byte; arespawn: Boolean; var remove: Boolean): Boolean; @@ -4252,7 +4097,7 @@ begin Include(FRulez, R_BERSERK); if allowBerserkSwitching then begin - CurrWeap := WEAPON_KASTET; + FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -4265,7 +4110,6 @@ 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 @@ -4349,8 +4193,6 @@ begin end; procedure TPlayer.Reset(Force: Boolean); -var - i: Integer; begin if Force then FAlive := False; @@ -4368,8 +4210,6 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); - resetWeaponQueue(); if FNoRespawn then begin FSpectator := False; @@ -4380,16 +4220,10 @@ 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(); @@ -4401,12 +4235,6 @@ begin FLastHit := 0; FLastFrag := 0; FComboEvnt := -1; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); - 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); @@ -4567,19 +4395,12 @@ var a, b, c: Byte; Anim: TAnimation; ID: DWORD; - i: Integer; begin FIncCam := 0; FBFGFireCounter := -1; FShellTimer := -1; FPain := 0; FLastHit := 0; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); - 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; @@ -4642,10 +4463,11 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; - CurrWeap := WEAPON_PISTOL; - if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); + FCurrWeap := WEAPON_PISTOL; resetWeaponQueue(); + FModel.SetWeapon(FCurrWeap); + for b := A_BULLETS to A_HIGH do FAmmo[b] := 0; @@ -5023,7 +4845,6 @@ begin DoLerp(4); if NetServer then - begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -5036,7 +4857,6 @@ begin FPing := 0; FLoss := 0; end; - end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -5067,8 +4887,8 @@ 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 @@ -5888,18 +5708,6 @@ 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; @@ -5943,7 +5751,6 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; - FModel.SetWeapon(FCurrWeap); FNextWeap := FSavedState.NextWeap; FNextWeapDelay := FSavedState.NextWeapDelay; @@ -6114,7 +5921,6 @@ begin FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå FCurrWeap := utils.readByte(st); - if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // Æåëàåìîå îðóæèå FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -6249,7 +6055,7 @@ begin Include(FRulez, R_BERSERK); if FBFGFireCounter < 1 then begin - CurrWeap := WEAPON_KASTET; + FCurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -6678,7 +6484,6 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; - FNetWeapCtr := 0; resetWeaponQueue(); FTargetUID := 0; end; @@ -7109,7 +6914,7 @@ begin end; end; - //HACK! (does it belong there?) + //HACK! (does it belongs there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: