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raw | patch | inline | side by side (parent: 8b7ced6)
raw | patch | inline | side by side (parent: 8b7ced6)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Mon, 1 Oct 2018 08:04:38 +0000 (11:04 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Mon, 1 Oct 2018 08:05:08 +0000 (11:05 +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 b170097d80296ec8ad3b7c7ed96e0bea1b54ccb4..6d1f430e5509196b9212f1535b1baedf3658e8af 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();
+ //WeaponSelect := M.ReadWord();
+ SetWeapon(M.ReadByte());
//e_WriteLog(Format('R:ws=%d', [WeaponSelect]), MSG_WARNING);
if Direction <> TDirection(Dir) then
JustTeleported := False;
SetDirection(TDirection(Dir));
- ReleaseKeys;
+ ReleaseKeysNoWeapon();
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();
- ReleaseKeys;
+ ReleaseKeysNoWeapon;
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;
- 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;
+ // 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;
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 WeaponSelect := WeaponSelect or Word(1 shl I);
+ 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;
end
else
begin
NetOut.Write(gTime);
NetOut.Write(kByte);
NetOut.Write(Byte(gPlayer1.Direction));
- NetOut.Write(WeaponSelect);
+ NetOut.Write(Byte(gPlayer1.CurrWeap));
+ //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 4604b3c95f5a1f9ed2250ebed552b4e5ffc53f23..f9de6195596b43fa555a80dcbff9ba1d6c241388 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 belongs there?)
+ //HACK! (does it belong there?)
RealizeCurrentWeapon();
// Åñëè åñòü âîçìîæíûå öåëè: