X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_weapons.pas;h=bb17a4138972d82f07ac7674dc966e543cec69d3;hb=refs%2Fheads%2Fplavnota;hp=8a5e652d01bef9f729d7a78e50dabc837fcc5e4c;hpb=a0e0590aec8372f6d3899f68a7d7d758599b43db;p=d2df-sdl.git diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas index 8a5e652..bb17a41 100644 --- a/src/game/g_weapons.pas +++ b/src/game/g_weapons.pas @@ -2,8 +2,7 @@ * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * the Free Software Foundation, version 3 of the License ONLY. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of @@ -73,6 +72,7 @@ procedure g_Weapon_dshotgun(x, y, xd, yd: Integer; SpawnerUID: Word; Silent: Boo function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolean; procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word); +procedure g_Weapon_PreUpdate(); procedure g_Weapon_Update(); procedure g_Weapon_Draw(); function g_Weapon_Danger(UID: Word; X, Y: Integer; Width, Height: Word; Time: Byte): Boolean; @@ -462,12 +462,12 @@ 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; + Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time if t = HIT_FLAME then m.CatchFire(SpawnerUID); end else - Result := True; + Result := (gLMSRespawn = LMS_RESPAWN_NONE); // don't hit monsters when it's warmup time end; @@ -738,6 +738,8 @@ begin end; end; + Shots[find_id].Obj.oldX := X; + Shots[find_id].Obj.oldY := Y; Shots[find_id].Obj.X := X; Shots[find_id].Obj.Y := Y; Shots[find_id].Obj.Vel.X := XV; @@ -763,6 +765,8 @@ begin if a = 0 then a := 1; + Shots[i].Obj.oldX := x; + Shots[i].Obj.oldY := y; Shots[i].Obj.X := x; Shots[i].Obj.Y := y; Shots[i].Obj.Vel.X := (xd*s) div a; @@ -2094,6 +2098,19 @@ begin end; end; +procedure g_Weapon_PreUpdate(); +var + i: Integer; +begin + if Shots = nil then Exit; + for i := 0 to High(Shots) do + if Shots[i].ShotType <> 0 then + begin + Shots[i].Obj.oldX := Shots[i].Obj.X; + Shots[i].Obj.oldY := Shots[i].Obj.Y; + end; +end; + procedure g_Weapon_Update(); var i, a, h, cx, cy, oldvx, oldvy, tf: Integer; @@ -2346,7 +2363,7 @@ begin Stopped := MOVE_HITCEIL; end; - a := IfThen(Stopped = 0, 6, 1); + a := IfThen(Stopped = 0, 10, 1); // Åñëè â êîãî-òî ïîïàëè if g_Weapon_Hit(@Obj, a, SpawnerUID, HIT_FLAME, False) <> 0 then begin @@ -2502,7 +2519,7 @@ end; procedure g_Weapon_Draw(); var - i: Integer; + i, fX, fY: Integer; a: SmallInt; p: TDFPoint; begin @@ -2521,6 +2538,7 @@ begin else a := 0; + Obj.lerp(gLerpFactor, fX, fY); p.X := Obj.Rect.Width div 2; p.Y := Obj.Rect.Height div 2; @@ -2529,16 +2547,16 @@ begin if (Shots[i].ShotType = WEAPON_BARON_FIRE) or (Shots[i].ShotType = WEAPON_MANCUB_FIRE) or (Shots[i].ShotType = WEAPON_SKEL_FIRE) then - Animation.DrawEx(Obj.X, Obj.Y, TMirrorType.None, p, a) + Animation.DrawEx(fX, fY, TMirrorType.None, p, a) else - Animation.Draw(Obj.X, Obj.Y, TMirrorType.None); + Animation.Draw(fX, fY, TMirrorType.None); end 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, TMirrorType.None) + e_DrawAdv(TextureID, fX, fY, 0, True, False, a, @p, TMirrorType.None) else if (Shots[i].ShotType <> WEAPON_FLAMETHROWER) then - e_Draw(TextureID, Obj.X, Obj.Y, 0, True, False); + e_Draw(TextureID, fX, fY, 0, True, False); end; if g_debug_Frames then