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raw | patch | inline | side by side (parent: 6bf25c1)
raw | patch | inline | side by side (parent: 6bf25c1)
author | binarymaster <x86corez@gmail.com> | |
Mon, 14 Aug 2017 08:56:10 +0000 (11:56 +0300) | ||
committer | binarymaster <x86corez@gmail.com> | |
Mon, 14 Aug 2017 08:56:10 +0000 (11:56 +0300) |
src/game/g_player.pas | patch | blob | history |
diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index b6a6bc16f507b818f7b7ffc6491cfff79b3adb1a..ef8b1af0da19cfd20e0ea61faa118bc8474f298f 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
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;
+ if (FNextWeap and $2000) <> 0 then
+ begin
+ FNextWeap := FNextWeap and $1FFF;
+ FNextWeapDelay := 0;
+ end;
// cycling has priority
if (FNextWeap and $C000) <> 0 then
begin
- if (FNextWeap and $8000) <> 0 then dir := 1 else dir := -1;
+ 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
+ if FNextWeapDelay > 0 then
+ exit; // cooldown time
cwi := FCurrWeap;
for i := 0 to High(FWeapon) do
begin
exit;
end;
// no cycling
- for i := 0 to High(wantThisWeapon) do wantThisWeapon[i] := false;
- for i := 0 to High(FWeapon) do if (FNextWeap and (1 shl i)) <> 0 then begin wantThisWeapon[i] := true; Inc(wwc); end;
+ for i := 0 to High(wantThisWeapon) do
+ wantThisWeapon[i] := false;
+ for i := 0 to High(FWeapon) do
+ if (FNextWeap and (1 shl i)) <> 0 then
+ begin
+ wantThisWeapon[i] := true;
+ Inc(wwc);
+ end;
// exclude currently selected weapon from the set
wantThisWeapon[FCurrWeap] := false;
// slow down alterations a little
begin
//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 FNextWeap := 0; exit; end; // yeah
+ if FNextWeapDelay > 0 then
+ begin
+ 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 begin resetWeaponQueue(); exit; end;
+ if wwc < 1 then
+ begin
+ resetWeaponQueue();
+ exit;
+ end;
//e_WriteLog(Format('wwc=%d', [wwc]), MSG_WARNING);
// try weapons in descending order
for i := High(FWeapon) downto 0 do