X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=a008366b66617507e8fcb922b3b3e98c5169974e;hb=9e08e52b1845570063f7491ac5eda3e9470a01c9;hp=bcbf4c16352e7c35a3f173e0fddf781f51760538;hpb=5472594f32e33da0c66606ec9eebc8f798ef6b54;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index bcbf4c1..a008366 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -13,7 +13,7 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . *) -{$MODE DELPHI} +{$INCLUDE g_amodes.inc} unit g_weapons; interface @@ -44,6 +44,7 @@ type Animation: TAnimation; TextureID: DWORD; Timeout: DWORD; + Stopped: Byte; end; var @@ -63,6 +64,7 @@ procedure g_Weapon_punch(x, y: Integer; d, SpawnerUID: Word); function g_Weapon_chainsaw(x, y: Integer; d, SpawnerUID: Word): Integer; procedure g_Weapon_rocket(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); procedure g_Weapon_revf(x, y, xd, yd: Integer; SpawnerUID, TargetUID: Word; WID: Integer = -1; Silent: Boolean = False); +procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); procedure g_Weapon_plasma(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); procedure g_Weapon_ball2(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); @@ -86,6 +88,8 @@ procedure g_Weapon_DestroyShot(I: Integer; X, Y: Integer; Loud: Boolean = True); procedure g_Weapon_SaveState(var Mem: TBinMemoryWriter); procedure g_Weapon_LoadState(var Mem: TBinMemoryReader); +procedure g_Weapon_AddDynLights(); + const WEAPON_KASTET = 0; WEAPON_SAW = 1; @@ -97,7 +101,7 @@ const WEAPON_PLASMA = 7; WEAPON_BFG = 8; WEAPON_SUPERPULEMET = 9; - WEAPON_MEGAKASTET = 10; + WEAPON_FLAMETHROWER = 10; WEAPON_ZOMBY_PISTOL = 20; WEAPON_IMP_FIRE = 21; WEAPON_BSP_FIRE = 22; @@ -106,6 +110,9 @@ const WEAPON_MANCUB_FIRE = 25; WEAPON_SKEL_FIRE = 26; + WP_FIRST = WEAPON_KASTET; + WP_LAST = WEAPON_FLAMETHROWER; + implementation uses @@ -122,11 +129,11 @@ type end; const - SHOT_ROCKETLAUNCHER_WIDTH = 27; - SHOT_ROCKETLAUNCHER_HEIGHT = 12; + SHOT_ROCKETLAUNCHER_WIDTH = 14; + SHOT_ROCKETLAUNCHER_HEIGHT = 14; - SHOT_SKELFIRE_WIDTH = 32; - SHOT_SKELFIRE_HEIGHT = 16; + SHOT_SKELFIRE_WIDTH = 14; + SHOT_SKELFIRE_HEIGHT = 14; SHOT_PLASMA_WIDTH = 16; SHOT_PLASMA_HEIGHT = 16; @@ -136,6 +143,10 @@ const SHOT_BFG_DAMAGE = 100; SHOT_BFG_RADIUS = 256; + SHOT_FLAME_WIDTH = 4; + SHOT_FLAME_HEIGHT = 4; + SHOT_FLAME_LIFETIME = 180; + SHOT_SIGNATURE = $544F4853; // 'SHOT' var @@ -343,7 +354,14 @@ begin end; if g_Game_IsServer then - Result := m.Damage(d, vx, vy, SpawnerUID, t) + begin + if (t <> HIT_FLAME) or (m.FFireTime = 0) or (vx <> 0) or (vy <> 0) then + Result := m.Damage(d, vx, vy, SpawnerUID, t) + else + Result := True; + if t = HIT_FLAME then + m.CatchFire(SpawnerUID); + end else Result := True; end; @@ -356,7 +374,13 @@ begin if (p.UID = SpawnerUID) and (t <> HIT_ROCKET) and (t <> HIT_ELECTRO) then Exit; - if g_Game_IsServer then p.Damage(d, SpawnerUID, vx, vy, t); + if g_Game_IsServer then + begin + if (t <> HIT_FLAME) or (p.FFireTime = 0) or (vx <> 0) or (vy <> 0) then + p.Damage(d, SpawnerUID, vx, vy, t); + if (t = HIT_FLAME) then + p.CatchFire(SpawnerUID); + end; Result := True; end; @@ -518,6 +542,23 @@ begin end; end; + WEAPON_FLAMETHROWER: + begin + with Shots[find_id] do + begin + g_Obj_Init(@Obj); + + Obj.Rect.Width := SHOT_FLAME_WIDTH; + Obj.Rect.Height := SHOT_FLAME_HEIGHT; + + Triggers := nil; + ShotType := WEAPON_FLAMETHROWER; + Animation := nil; + TextureID := 0; + g_Frames_Get(TextureID, 'FRAMES_FLAME'); + end; + end; + WEAPON_IMP_FIRE: begin with Shots[find_id] do @@ -623,6 +664,10 @@ begin Shots[find_id].Obj.Accel.X := 0; Shots[find_id].Obj.Accel.Y := 0; Shots[find_id].SpawnerUID := Spawner; + if (ShotType = WEAPON_FLAMETHROWER) and (XV = 0) and (YV = 0) then + Shots[find_id].Stopped := 255 + else + Shots[find_id].Stopped := 0; Result := find_id; end; @@ -643,10 +688,16 @@ begin Shots[i].Obj.Vel.Y := (yd*s) div a; Shots[i].Obj.Accel.X := 0; Shots[i].Obj.Accel.Y := 0; + Shots[i].Stopped := 0; if Shots[i].ShotType in [WEAPON_ROCKETLAUNCHER, WEAPON_BFG] then Shots[i].Timeout := 900 // ~25 sec - else - Shots[i].Timeout := 550 // ~15 sec + else + begin + if Shots[i].ShotType = WEAPON_FLAMETHROWER then + Shots[i].Timeout := SHOT_FLAME_LIFETIME + else + Shots[i].Timeout := 550; // ~15 sec + end; end; function g_Weapon_Hit(obj: PObj; d: Integer; SpawnerUID: Word; t: Byte; HitCorpses: Boolean = True): Byte; @@ -676,8 +727,9 @@ var if ChkTeam then if HitPlayer(gPlayers[i], d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then begin - gPlayers[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4, - (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4); + if t <> HIT_FLAME then + gPlayers[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4, + (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4); if t = HIT_BFG then g_Game_DelayEvent(DE_BFGHIT, 1000, SpawnerUID); Result := True; @@ -697,8 +749,9 @@ var if (gMonsters[i] <> nil) and gMonsters[i].Live and g_Obj_Collide(obj, @gMonsters[i].Obj) then if HitMonster(gMonsters[i], d, obj^.Vel.X, obj^.Vel.Y, SpawnerUID, t) then begin - gMonsters[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4, - (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4); + if t <> HIT_FLAME then + gMonsters[i].Push((obj^.Vel.X+obj^.Accel.X)*IfThen(t = HIT_BFG, 8, 1) div 4, + (obj^.Vel.Y+obj^.Accel.Y)*IfThen(t = HIT_BFG, 8, 1) div 4); Result := True; break; end; @@ -985,6 +1038,7 @@ begin g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_IMPFIRE', GameWAD+':TEXTURES\EIMPFIRE', 64, 64, 3); g_Frames_CreateWAD(nil, 'FRAMES_BFGHIT', GameWAD+':TEXTURES\BFGHIT', 64, 64, 4); g_Frames_CreateWAD(nil, 'FRAMES_FIRE', GameWAD+':TEXTURES\FIRE', 64, 128, 8); + g_Frames_CreateWAD(nil, 'FRAMES_FLAME', GameWAD+':TEXTURES\FLAME', 32, 32, 11); g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_PLASMA', GameWAD+':TEXTURES\EPLASMA', 32, 32, 4, True); g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_BSPFIRE', GameWAD+':TEXTURES\EBSPFIRE', 32, 32, 5); g_Frames_CreateWAD(nil, 'FRAMES_EXPLODE_CACOFIRE', GameWAD+':TEXTURES\ECACOFIRE', 64, 64, 3); @@ -1205,13 +1259,14 @@ begin Obj.Rect.Width := SHOT_ROCKETLAUNCHER_WIDTH; Obj.Rect.Height := SHOT_ROCKETLAUNCHER_HEIGHT; - dx := IfThen(xd>x, -Obj.Rect.Width, 0); + dx := IfThen(xd > x, -Obj.Rect.Width, 0); dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_ROCKETLAUNCHER; throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12); Animation := nil; triggers := nil; - ShotType := WEAPON_ROCKETLAUNCHER; g_Texture_Get('TEXTURE_WEAPON_ROCKET', TextureID); end; @@ -1243,12 +1298,13 @@ begin Obj.Rect.Width := SHOT_SKELFIRE_WIDTH; Obj.Rect.Height := SHOT_SKELFIRE_HEIGHT; - dx := IfThen(xd>x, -Obj.Rect.Width, 0); + dx := -(Obj.Rect.Width div 2); dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_SKEL_FIRE; throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 12); triggers := nil; - ShotType := WEAPON_SKEL_FIRE; target := TargetUID; g_Frames_Get(FramesID, 'FRAMES_WEAPON_SKELFIRE'); Animation := TAnimation.Create(FramesID, True, 5); @@ -1284,10 +1340,11 @@ begin dx := IfThen(xd>x, -Obj.Rect.Width, 0); dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_PLASMA; throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - ShotType := WEAPON_PLASMA; g_Frames_Get(FramesID, 'FRAMES_WEAPON_PLASMA'); Animation := TAnimation.Create(FramesID, True, 5); end; @@ -1298,6 +1355,46 @@ begin g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y); end; +procedure g_Weapon_flame(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; + Silent: Boolean = False); +var + find_id: DWORD; + dx, dy: Integer; +begin + if WID < 0 then + find_id := FindShot() + else + begin + find_id := WID; + if Integer(find_id) >= High(Shots) then + SetLength(Shots, find_id + 64); + end; + + with Shots[find_id] do + begin + g_Obj_Init(@Obj); + + Obj.Rect.Width := SHOT_FLAME_WIDTH; + Obj.Rect.Height := SHOT_FLAME_HEIGHT; + + dx := IfThen(xd>x, -Obj.Rect.Width, 0); + dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_FLAMETHROWER; + throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); + + triggers := nil; + Animation := nil; + TextureID := 0; + g_Frames_Get(TextureID, 'FRAMES_FLAME'); + end; + + Shots[find_id].SpawnerUID := SpawnerUID; + + // if not Silent then + // g_Sound_PlayExAt('SOUND_WEAPON_FIREPLASMA', x, y); +end; + procedure g_Weapon_ball1(x, y, xd, yd: Integer; SpawnerUID: Word; WID: Integer = -1; Silent: Boolean = False); var @@ -1322,10 +1419,11 @@ begin dx := IfThen(xd>x, -Obj.Rect.Width, 0); dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_IMP_FIRE; throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - ShotType := WEAPON_IMP_FIRE; g_Frames_Get(FramesID, 'FRAMES_WEAPON_IMPFIRE'); Animation := TAnimation.Create(FramesID, True, 4); end; @@ -1360,10 +1458,11 @@ begin dx := IfThen(xd>x, -Obj.Rect.Width, 0); dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_CACO_FIRE; throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - ShotType := WEAPON_CACO_FIRE; g_Frames_Get(FramesID, 'FRAMES_WEAPON_CACOFIRE'); Animation := TAnimation.Create(FramesID, True, 4); end; @@ -1398,10 +1497,11 @@ begin dx := IfThen(xd>x, -Obj.Rect.Width, 0); dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_BARON_FIRE; throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - ShotType := WEAPON_BARON_FIRE; g_Frames_Get(FramesID, 'FRAMES_WEAPON_BARONFIRE'); Animation := TAnimation.Create(FramesID, True, 4); end; @@ -1436,10 +1536,12 @@ begin dx := IfThen(xd>x, -Obj.Rect.Width, 0); dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_BSP_FIRE; throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - ShotType := WEAPON_BSP_FIRE; + g_Frames_Get(FramesID, 'FRAMES_WEAPON_BSPFIRE'); Animation := TAnimation.Create(FramesID, True, 4); end; @@ -1474,10 +1576,12 @@ begin dx := IfThen(xd>x, -Obj.Rect.Width, 0); dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_MANCUB_FIRE; throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - ShotType := WEAPON_MANCUB_FIRE; + g_Frames_Get(FramesID, 'FRAMES_WEAPON_MANCUBFIRE'); Animation := TAnimation.Create(FramesID, True, 4); end; @@ -1512,10 +1616,11 @@ begin dx := IfThen(xd>x, -Obj.Rect.Width, 0); dy := -(Obj.Rect.Height div 2); + + ShotType := WEAPON_BFG; throw(find_id, x+dx, y+dy, xd+dx, yd+dy, 16); triggers := nil; - ShotType := WEAPON_BFG; g_Frames_Get(FramesID, 'FRAMES_WEAPON_BFG'); Animation := TAnimation.Create(FramesID, True, 6); end; @@ -1601,7 +1706,7 @@ end; procedure g_Weapon_Update(); var - i, a, h, cx, cy, oldvx, oldvy: Integer; + i, a, h, cx, cy, oldvx, oldvy, tf: Integer; _id: DWORD; Anim: TAnimation; t: DWArray; @@ -1610,6 +1715,7 @@ var o: TObj; spl: Boolean; Loud: Boolean; + tcx, tcy: Integer; begin if Shots = nil then Exit; @@ -1627,7 +1733,7 @@ begin oldvx := Obj.Vel.X; oldvy := Obj.Vel.Y; // Àêòèâèðîâàòü òðèããåðû ïî ïóòè (êðîìå óæå àêòèâèðîâàííûõ): - if g_Game_IsServer then + if (Stopped = 0) and g_Game_IsServer then t := g_Triggers_PressR(Obj.X, Obj.Y, Obj.Rect.Width, Obj.Rect.Height, SpawnerUID, ACTIVATE_SHOT, triggers) else @@ -1658,9 +1764,13 @@ begin // Äâèæåíèå: spl := (ShotType <> WEAPON_PLASMA) and (ShotType <> WEAPON_BFG) and - (ShotType <> WEAPON_BSP_FIRE); + (ShotType <> WEAPON_BSP_FIRE) and + (ShotType <> WEAPON_FLAMETHROWER); - st := g_Obj_Move(@Obj, False, spl); + if Stopped = 0 then + st := g_Obj_Move(@Obj, False, spl) + else + st := 0; if WordBool(st and MOVE_FALLOUT) or (Obj.X < -1000) or (Obj.X > gMapInfo.Width+1000) or (Obj.Y < -1000) then @@ -1691,7 +1801,7 @@ begin begin Anim := TAnimation.Create(_id, False, 3); Anim.Alpha := 150; - g_GFX_OnceAnim(Obj.X-8+Random(9), + g_GFX_OnceAnim(Obj.X-14+Random(9), Obj.Y+(Obj.Rect.Height div 2)-20+Random(9), Anim, ONCEANIM_SMOKE); Anim.Free(); @@ -1713,7 +1823,8 @@ begin begin Anim := TAnimation.Create(TextureID, False, 8); Anim.Blending := False; - g_GFX_OnceAnim((Obj.X+32)-32, (Obj.Y+8)-32, Anim); + g_GFX_OnceAnim((Obj.X+32)-58, (Obj.Y+8)-36, Anim); + g_DynLightExplosion((Obj.X+32), (Obj.Y+8), 64, 1, 0, 0); Anim.Free(); end; end @@ -1724,6 +1835,7 @@ begin Anim := TAnimation.Create(TextureID, False, 6); Anim.Blending := False; g_GFX_OnceAnim(cx-64, cy-64, Anim); + g_DynLightExplosion(cx, cy, 64, 1, 0, 0); Anim.Free(); end; end; @@ -1781,6 +1893,7 @@ begin Anim.Blending := False; g_GFX_OnceAnim(cx-16, cy-16, Anim); Anim.Free(); + g_DynLightExplosion(cx, cy, 32, 0, 0.5, 0.5); end; g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEPLASMA', Obj.X, Obj.Y); @@ -1789,6 +1902,86 @@ begin end; end; + WEAPON_FLAMETHROWER: // Îãíåìåò + begin + // Ñî âðåìåíåì óìèðàåò + if (Timeout < 1) then + begin + ShotType := 0; + Continue; + end; + // Ïîä âîäîé òîæå + if WordBool(st and (MOVE_HITWATER or MOVE_INWATER)) then + begin + if WordBool(st and MOVE_HITWATER) then + begin + if g_Frames_Get(_id, 'FRAMES_SMOKE') then + begin + Anim := TAnimation.Create(_id, False, 3); + Anim.Alpha := 0; + tcx := Random(8); + tcy := Random(8); + g_GFX_OnceAnim(cx-4+tcx-(Anim.Width div 2), + cy-4+tcy-(Anim.Height div 2), + Anim, ONCEANIM_SMOKE); + Anim.Free(); + end; + end + else + g_GFX_Bubbles(cx, cy, 1+Random(3), 16, 16); + ShotType := 0; + Continue; + end; + + // Ãðàâèòàöèÿ + if Stopped = 0 then + Obj.Accel.Y := Obj.Accel.Y + 1; + // Ïîïàëè â ñòåíó èëè â âîäó: + if WordBool(st and (MOVE_HITWALL or MOVE_HITLAND or MOVE_HITCEIL or MOVE_HITWATER)) then + begin + // Ïðèëèïàåì: + Obj.Vel.X := 0; + Obj.Vel.Y := 0; + Obj.Accel.Y := 0; + if WordBool(st and MOVE_HITWALL) then + Stopped := MOVE_HITWALL + else if WordBool(st and MOVE_HITLAND) then + Stopped := MOVE_HITLAND + else if WordBool(st and MOVE_HITCEIL) then + Stopped := MOVE_HITCEIL; + end; + + a := IfThen(Stopped = 0, 3, 1); + // Åñëè â êîãî-òî ïîïàëè + if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then + begin + // HIT_FLAME ñàì ïîäîææåò + // Åñëè â ïîëåòå ïîïàëè, èñ÷åçàåì + if Stopped = 0 then + ShotType := 0; + end; + + if Stopped = 0 then + tf := 2 + else + tf := 3; + + if (gTime mod tf = 0) then + begin + Anim := TAnimation.Create(TextureID, False, 2 + Random(2)); + Anim.Alpha := 0; + case Stopped of + MOVE_HITWALL: begin tcx := cx-4+Random(8); tcy := cy-12+Random(24); end; + MOVE_HITLAND: begin tcx := cx-12+Random(24); tcy := cy-10+Random(8); end; + MOVE_HITCEIL: begin tcx := cx-12+Random(24); tcy := cy+6+Random(8); end; + else begin tcx := cx-4+Random(8); tcy := cy-4+Random(8); end; + end; + g_GFX_OnceAnim(tcx-(Anim.Width div 2), tcy-(Anim.Height div 2), Anim, ONCEANIM_SMOKE); + Anim.Free(); + //g_DynLightExplosion(tcx, tcy, 1, 1, 0.8, 0.3); + end; + end; + WEAPON_BFG: // BFG begin // Ïîïàëà â âîäó - ýëåêòðîøîê ïî âîäå: @@ -1815,6 +2008,7 @@ begin Anim.Blending := False; g_GFX_OnceAnim(cx-64, cy-64, Anim); Anim.Free(); + g_DynLightExplosion(cx, cy, 96, 0, 1, 0); end; g_Sound_PlayExAt('SOUND_WEAPON_EXPLODEBFG', Obj.X, Obj.Y); @@ -1898,10 +2092,13 @@ begin begin if gGameSettings.GameType = GT_SERVER then MH_SEND_DeleteShot(i, Obj.X, Obj.Y, Loud); - Animation.Free(); - Animation := nil; + if Animation <> nil then + begin + Animation.Free(); + Animation := nil; + end; end - else if (oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y) then + else if (ShotType <> WEAPON_FLAMETHROWER) and ((oldvx <> Obj.Vel.X) or (oldvy <> Obj.Vel.Y)) then if gGameSettings.GameType = GT_SERVER then MH_SEND_UpdateShot(i); end; @@ -1941,11 +2138,11 @@ begin else Animation.Draw(Obj.X, Obj.Y, M_NONE); end - else + else if TextureID <> 0 then begin if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) then e_DrawAdv(TextureID, Obj.X, Obj.Y, 0, True, False, a, @p, M_NONE) - else + else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False); end; @@ -2023,6 +2220,8 @@ begin Mem.WriteDWORD(Shots[i].Triggers[j]); // Îáúåêò ñíàðÿäà: Obj_SaveState(@Shots[i].Obj, Mem); + // Êîñòûëèíà åáàíàÿ: + Mem.WriteByte(Shots[i].Stopped); end; end; @@ -2064,6 +2263,8 @@ begin Mem.ReadDWORD(Shots[i].Triggers[j]); // Îáúåêò ïðåäìåòà: Obj_LoadState(@Shots[i].Obj, Mem); + // Êîñòûëèíà åáàíàÿ: + Mem.ReadByte(Shots[i].Stopped); // Óñòàíîâêà òåêñòóðû èëè àíèìàöèè: Shots[i].TextureID := DWORD(-1); @@ -2232,4 +2433,38 @@ begin end; end; + +procedure g_Weapon_AddDynLights(); +var + i: Integer; +begin + if Shots = nil then Exit; + for i := 0 to High(Shots) do + begin + if Shots[i].ShotType = 0 then continue; + if (Shots[i].ShotType = WEAPON_ROCKETLAUNCHER) or + (Shots[i].ShotType = WEAPON_BARON_FIRE) or + (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or + (Shots[i].ShotType = WEAPON_SKEL_FIRE) or + (Shots[i].ShotType = WEAPON_IMP_FIRE) or + (Shots[i].ShotType = WEAPON_CACO_FIRE) or + (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or + (Shots[i].ShotType = WEAPON_BSP_FIRE) or + (Shots[i].ShotType = WEAPON_PLASMA) or + (Shots[i].ShotType = WEAPON_BFG) or + (Shots[i].ShotType = WEAPON_FLAMETHROWER) or + false then + begin + if (Shots[i].ShotType = WEAPON_PLASMA) then + g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 0, 0.3, 1, 0.4) + else if (Shots[i].ShotType = WEAPON_BFG) then + g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 0, 1, 0, 0.5) + else if (Shots[i].ShotType = WEAPON_FLAMETHROWER) then + g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 42, 1, 0.8, 0, 0.4) + else + g_AddDynLight(Shots[i].Obj.X+(Shots[i].Obj.Rect.Width div 2), Shots[i].Obj.Y+(Shots[i].Obj.Rect.Height div 2), 128, 1, 0, 0, 0.4); + end; + end; +end; + end.