X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=f9de6195596b43fa555a80dcbff9ba1d6c241388;hb=85f0d06ec81bc2e66f235f87cf5c6844487b26c6;hp=39aab01deb75a5bac5e5fc59dcbe16f5551e82c4;hpb=fc965d7cd1a1889f7407070f2bc19bc4ac48fd01;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 39aab01..f9de619 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -274,6 +274,7 @@ 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); @@ -3589,7 +3590,7 @@ 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; @@ -3841,13 +3842,13 @@ 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; @@ -4230,6 +4231,7 @@ 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 @@ -4965,6 +4967,7 @@ begin DoLerp(4); if NetServer then + begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -4977,6 +4980,7 @@ begin FPing := 0; FLoss := 0; end; + end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -5007,8 +5011,8 @@ 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 @@ -5828,6 +5832,18 @@ 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; @@ -7034,7 +7050,7 @@ begin end; end; - //HACK! (does it belongs there?) + //HACK! (does it belong there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: