X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_player.pas;h=f9de6195596b43fa555a80dcbff9ba1d6c241388;hb=85f0d06ec81bc2e66f235f87cf5c6844487b26c6;hp=fa2dcfce5243696c55b09cc25aee27d9c44229f9;hpb=a9ab7bf0c72e15b932b20aad24b10db60138bb21;p=d2df-sdl.git diff --git a/src/game/g_player.pas b/src/game/g_player.pas index fa2dcfc..f9de619 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 Boolean; // true: was release + weaponSwitchKeyReleased: array[0..16] of Byte; // bit 0: was released on prev frame; bit 1: new status function CollideLevel(XInc, YInc: Integer): Boolean; @@ -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); @@ -339,6 +340,7 @@ type procedure releaseAllWeaponSwitchKeys (); procedure weaponSwitchKeysStateChange (index: Integer; pressed: Boolean); function isWeaponSwitchKeyReleased (index: Integer): Boolean; + procedure weaponSwitchKeysShiftNewStates (); public property Vel: TPoint2i read FObj.Vel; @@ -2143,14 +2145,15 @@ procedure TPlayer.releaseAllWeaponSwitchKeys (); var f: Integer; begin - for f := 0 to High(weaponSwitchKeyReleased) do weaponSwitchKeyReleased[f] := true; + 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] := not pressed; + weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] or $02; + if (pressed) then weaponSwitchKeyReleased[index] := weaponSwitchKeyReleased[index] xor $02; end; function TPlayer.isWeaponSwitchKeyReleased (index: Integer): Boolean; @@ -2162,7 +2165,20 @@ begin end else begin - result := weaponSwitchKeyReleased[index]; + 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; @@ -3574,7 +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; @@ -3826,13 +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; @@ -4951,6 +4967,7 @@ begin DoLerp(4); if NetServer then + begin if FClientID >= 0 then begin FPing := NetClients[FClientID].Peer^.lastRoundTripTime; @@ -4963,6 +4980,7 @@ begin FPing := 0; FLoss := 0; end; + end; if FAlive and (FPunchAnim <> nil) then FPunchAnim.Update(); @@ -4993,8 +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 @@ -5814,6 +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; @@ -7020,7 +7050,7 @@ begin end; end; - //HACK! (does it belongs there?) + //HACK! (does it belong there?) RealizeCurrentWeapon(); // Åñëè åñòü âîçìîæíûå öåëè: