summary | shortlog | log | commit | commitdiff | tree
raw | patch | inline | side by side (parent: 77198ca)
raw | patch | inline | side by side (parent: 77198ca)
author | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Fri, 4 Jan 2019 19:58:37 +0000 (22:58 +0300) | ||
committer | DeaDDooMER <deaddoomer@deadsoftware.ru> | |
Fri, 4 Jan 2019 19:58:37 +0000 (22:58 +0300) |
src/game/g_netmsg.pas | patch | blob | history | |
src/game/g_player.pas | patch | blob | history |
diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas
index 6d1f430e5509196b9212f1535b1baedf3658e8af..b170097d80296ec8ad3b7c7ed96e0bea1b54ccb4 100644 (file)
--- a/src/game/g_netmsg.pas
+++ b/src/game/g_netmsg.pas
function MH_RECV_PlayerPos(C: pTNetClient; var M: TMsg): Word;
var
- Dir{, i}: Byte;
- //WeaponSelect: Word;
+ Dir, i: Byte;
+ WeaponSelect: Word;
PID: Word;
kByte: Word;
Pl: TPlayer;
NetTime := GT;
kByte := M.ReadWord();
Dir := M.ReadByte();
- //WeaponSelect := M.ReadWord();
- SetWeapon(M.ReadByte());
+ WeaponSelect := M.ReadWord();
//e_WriteLog(Format('R:ws=%d', [WeaponSelect]), MSG_WARNING);
if Direction <> TDirection(Dir) then
JustTeleported := False;
SetDirection(TDirection(Dir));
- ReleaseKeysNoWeapon();
+ ReleaseKeys;
if kByte = NET_KEY_CHAT then
begin
if LongBool(kByte and NET_KEY_JUMP) then PressKey(KEY_JUMP, 10000);
if LongBool(kByte and NET_KEY_FIRE) then PressKey(KEY_FIRE, 10000);
if LongBool(kByte and NET_KEY_OPEN) then PressKey(KEY_OPEN, 10000);
- //if LongBool(kByte and NET_KEY_NW) then PressKey(KEY_NEXTWEAPON, 10000);
- //if LongBool(kByte and NET_KEY_PW) then PressKey(KEY_PREVWEAPON, 10000);
+ if LongBool(kByte and NET_KEY_NW) then PressKey(KEY_NEXTWEAPON, 10000);
+ if LongBool(kByte and NET_KEY_PW) then PressKey(KEY_PREVWEAPON, 10000);
- (*
for i := 0 to 15 do
begin
if (WeaponSelect and Word(1 shl i)) <> 0 then
QueueWeaponSwitch(i);
end;
end;
- *)
end;
// MH_SEND_PlayerPos(False, PID, C^.ID);
TmpX := M.ReadLongInt();
TmpY := M.ReadLongInt();
- ReleaseKeysNoWeapon;
+ ReleaseKeys;
if (kByte = NET_KEY_CHAT) then
PressKey(KEY_CHAT, 10000)
kByte: Word;
Predict: Boolean;
strafeDir: Byte;
- //WeaponSelect: Word = 0;
+ WeaponSelect: Word = 0;
I: Integer;
begin
if not gGameOn then Exit;
end;
if isKeyPressed(KeyFire, KeyFire2) then kByte := kByte or NET_KEY_FIRE;
if isKeyPressed(KeyOpen, KeyOpen2) then kByte := kByte or NET_KEY_OPEN;
- // do not send weapon switch keys, `MH_SEND_PlayerStats()` will send changed weapon anyway
- if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-1) then gPlayer1.PressKey(KEY_NEXTWEAPON); //kByte := kByte or NET_KEY_NW;
- if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-2) then gPlayer1.PressKey(KEY_PREVWEAPON); //kByte := kByte or NET_KEY_PW;
+ if isKeyPressed(KeyNextWeapon, KeyNextWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-1) then kByte := kByte or NET_KEY_NW;
+ if isKeyPressed(KeyPrevWeapon, KeyPrevWeapon2) and gPlayer1.isWeaponSwitchKeyReleased(-2) then kByte := kByte or NET_KEY_PW;
for I := 0 to High(KeyWeapon) do
begin
if isKeyPressed(KeyWeapon[I], KeyWeapon2[I]) then
begin
gPlayer1.weaponSwitchKeysStateChange(i, true);
- if gPlayer1.isWeaponSwitchKeyReleased(i) then
- begin
- gPlayer1.QueueWeaponSwitch(i); // all choices are passed there, and god will take the best
- //WeaponSelect := WeaponSelect or Word(1 shl I);
- end;
+ if gPlayer1.isWeaponSwitchKeyReleased(i) then WeaponSelect := WeaponSelect or Word(1 shl I);
end
else
begin
NetOut.Write(gTime);
NetOut.Write(kByte);
NetOut.Write(Byte(gPlayer1.Direction));
- NetOut.Write(Byte(gPlayer1.CurrWeap));
- //NetOut.Write(WeaponSelect);
+ NetOut.Write(WeaponSelect);
//e_WriteLog(Format('S:ws=%d', [WeaponSelect]), MSG_WARNING);
g_Net_Client_Send(True, NET_CHAN_PLAYERPOS);
diff --git a/src/game/g_player.pas b/src/game/g_player.pas
index 23f38ffd70a4916bbdde1d67bd417bf7d1d9ba3d..0921b782382a41844be44dc52372e869798b36ac 100644 (file)
--- a/src/game/g_player.pas
+++ b/src/game/g_player.pas
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);
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;
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;
DoLerp(4);
if NetServer then
- begin
if FClientID >= 0 then
begin
FPing := NetClients[FClientID].Peer^.lastRoundTripTime;
FPing := 0;
FLoss := 0;
end;
- end;
if FAlive and (FPunchAnim <> nil) then
FPunchAnim.Update();
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
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;
end;
end;
- //HACK! (does it belong there?)
+ //HACK! (does it belongs there?)
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè: